Added fuel treshold and damage treshold as default parameter setting methods

* Added method :SetDefaultFuelTreshold( FuelTreshold )
* Added method :SetDefaultDamageTreshold( DamageTreshold )
This commit is contained in:
FlightControl_Master
2017-07-30 10:39:10 +02:00
parent 82a3dd32c0
commit 5107366e57
10 changed files with 463 additions and 171 deletions

View File

@@ -164,18 +164,6 @@
<td class="name" nowrap="nowrap"><a href="##(AI_A2A).IdleCount">AI_A2A.IdleCount</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_A2A).ManageDamage">AI_A2A:ManageDamage(PatrolDamageTreshold)</a></td>
<td class="summary">
<p>When the AI is damaged beyond a certain treshold, it is required that the AI returns to the home base.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_A2A).ManageFuel">AI_A2A:ManageFuel(PatrolFuelTresholdPercentage, PatrolOutOfFuelOrbitTime)</a></td>
<td class="summary">
<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.</p>
</td>
</tr>
<tr>
@@ -344,12 +332,24 @@
<td class="name" nowrap="nowrap"><a href="##(AI_A2A).SetAltitude">AI_A2A:SetAltitude(PatrolFloorAltitude, PatrolCeilingAltitude)</a></td>
<td class="summary">
<p>Sets the floor and ceiling altitude of the patrol.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_A2A).SetDamageTreshold">AI_A2A:SetDamageTreshold(PatrolDamageTreshold)</a></td>
<td class="summary">
<p>When the AI is damaged beyond a certain treshold, it is required that the AI returns to the home base.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_A2A).SetDispatcher">AI_A2A:SetDispatcher(Dispatcher)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_A2A).SetFuelTreshold">AI_A2A:SetFuelTreshold(PatrolFuelTresholdPercentage, PatrolOutOfFuelOrbitTime)</a></td>
<td class="summary">
<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.</p>
</td>
</tr>
<tr>
@@ -575,7 +575,6 @@
<dl class="function">
<dt>
<em>#number</em>
<a id="#(AI_A2A).IdleCount" >
<strong>AI_A2A.IdleCount</strong>
</a>
@@ -584,78 +583,6 @@
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(AI_A2A).ManageDamage" >
<strong>AI_A2A:ManageDamage(PatrolDamageTreshold)</strong>
</a>
</dt>
<dd>
<p>When the AI is damaged beyond a certain treshold, it is required that the AI returns to the home base.</p>
<p>However, damage cannot be foreseen early on.
Therefore, when the damage treshold is reached,
the AI will return immediately to the home base (RTB).
Note that for groups, the average damage of the complete group will be calculated.
So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold will be 0.25.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#number PatrolDamageTreshold </em></code>:
The treshold in percentage (between 0 and 1) when the AI is considered to be damaged.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(AI_A2A)">#AI_A2A</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(AI_A2A).ManageFuel" >
<strong>AI_A2A:ManageFuel(PatrolFuelTresholdPercentage, PatrolOutOfFuelOrbitTime)</strong>
</a>
</dt>
<dd>
<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.</p>
<p>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 AIControllable is targetted to the AI_A2A.
Once the time is finished, the old AI will return to the base.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#number PatrolFuelTresholdPercentage </em></code>:
The treshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.</p>
</li>
<li>
<p><code><em>#number PatrolOutOfFuelOrbitTime </em></code>:
The amount of seconds the out of fuel AIControllable will orbit before returning to the base.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(AI_A2A)">#AI_A2A</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
@@ -1436,6 +1363,40 @@ self</p>
<dl class="function">
<dt>
<a id="#(AI_A2A).SetDamageTreshold" >
<strong>AI_A2A:SetDamageTreshold(PatrolDamageTreshold)</strong>
</a>
</dt>
<dd>
<p>When the AI is damaged beyond a certain treshold, it is required that the AI returns to the home base.</p>
<p>However, damage cannot be foreseen early on.
Therefore, when the damage treshold is reached,
the AI will return immediately to the home base (RTB).
Note that for groups, the average damage of the complete group will be calculated.
So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold will be 0.25.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#number PatrolDamageTreshold </em></code>:
The treshold in percentage (between 0 and 1) when the AI is considered to be damaged.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(AI_A2A)">#AI_A2A</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(AI_A2A).SetDispatcher" >
<strong>AI_A2A:SetDispatcher(Dispatcher)</strong>
</a>
@@ -1457,6 +1418,44 @@ self</p>
<dl class="function">
<dt>
<a id="#(AI_A2A).SetFuelTreshold" >
<strong>AI_A2A:SetFuelTreshold(PatrolFuelTresholdPercentage, PatrolOutOfFuelOrbitTime)</strong>
</a>
</dt>
<dd>
<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.</p>
<p>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 AIControllable is targetted to the AI_A2A.
Once the time is finished, the old AI will return to the base.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#number PatrolFuelTresholdPercentage </em></code>:
The treshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.</p>
</li>
<li>
<p><code><em>#number PatrolOutOfFuelOrbitTime </em></code>:
The amount of seconds the out of fuel AIControllable will orbit before returning to the base.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(AI_A2A)">#AI_A2A</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(AI_A2A).SetHomeAirbase" >
<strong>AI_A2A:SetHomeAirbase(HomeAirbase)</strong>
</a>