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https://github.com/FlightControl-Master/MOOSE.git
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AI_BALANCER revised completely
-- Revised and Added documentation. -- Added pictures to documentation. -- Add/Exit clients is working. AI balances perfectly. -- FSM bug fixed. SUBS should not execute OnAfter, OnEnter
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<div id="content">
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<h1>Module <code>AI_Balancer</code></h1>
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<p>This module contains the AI_BALANCER class.</p>
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<p>SP:N MP:Y AI:Y HU:N TYP:A -- This module contains the AI_BALANCER class.</p>
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<p>AI Balancing will replace in multi player missions non-occupied human slots with AI groups, in order to provide an
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engaging simulation environment, even when there are hardly any players in the mission.</p>
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<p><img src="..\Presentations\AI_Balancer\Dia1.JPG" alt="Banner Image"/></p>
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<hr/>
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<h1>1) <a href="AI.AI_Balancer.html##(AI_BALANCER)">AI.AI<em>Balancer#AI</em>BALANCER</a> class, extends <a href="Core.Fsm.html##(FSM_SET)">Core.Fsm#FSM_SET</a></h1>
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<p>The <a href="AI.AI_Balancer.html##(AI_BALANCER)">AI.AI<em>Balancer#AI</em>BALANCER</a> class monitors and manages as many AI GROUPS as there are
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CLIENTS in a SET<em>CLIENT collection not occupied by players.
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The AI</em>BALANCER class manages internally a collection of AI management objects, which govern the behaviour
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of the underlying AI GROUPS.</p>
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CLIENTS in a SET<em>CLIENT collection not occupied by human players.
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In other words, use AI</em>BALANCER to simulate human behaviour by spawning in replacement AI.</p>
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<p>The parent class <a href="Core.Fsm.html##(FSM_SET)">Core.Fsm#FSM_SET</a> manages the functionality to control the Finite State Machine (FSM)
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<p>The AI_BALANCER class manages internally a collection of AI management objects, which govern the behaviour
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of the spawned AI <a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a> manages the functionality to control the Finite State Machine (FSM)
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and calls for each event the state transition methods providing the internal <a href="Core.Fsm.html##(FSM_SET).Set">Core.Fsm#FSM_SET.Set</a> object containing the
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SET_GROUP and additional event parameters provided during the event.</p>
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AI and additional event parameters provided during the event.</p>
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<h2>1.1) AI_BALANCER construction method</h2>
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<p>Create a new AI_BALANCER object with the <a href="##(AI_BALANCER).New">AI_BALANCER.New</a> method:</p>
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<h2>1.1) AI_BALANCER construction</h2>
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<p>Create a new AI_BALANCER object with the <a href="##(AI_BALANCER).New">AI_BALANCER.New</a>() method:</p>
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<h2>1.2) AI_BALANCER is a FSM</h2>
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<p>The AI_BALANCER is a state machine: it manages the different events and states of the <a href="Core.Fsm.html##(FSM_SET).Set">Core.Fsm#FSM_SET.Set</a> it is governing.
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The AI_BALANCER has a default flow to manage the set.</p>
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<p><img src="..\Presentations\AI_Balancer\Dia2.JPG" alt="Process"/></p>
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<h3>1.2.1) AI_BALANCER States</h3>
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<ul>
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<li><a href="##(AI_BALANCER).New">AI_BALANCER.New</a>: Creates a new AI_BALANCER object.</li>
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<li><strong>Monitoring</strong> ( Set ): Monitoring the Set if all AI is spawned for the Clients.</li>
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<li><strong>Spawning</strong> ( Set, ClientName ): There is a new AI group spawned with ClientName as the name of reference.</li>
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<li><strong>Spawned</strong> ( Set, AIGroup ): A new AI has been spawned. You can handle this event to customize the AI behaviour with other AI FSMs or own processes.</li>
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<li><strong>Destroying</strong> ( Set, AIGroup ): The AI is being destroyed.</li>
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<li><strong>Returning</strong> ( Set, AIGroup ): The AI is returning to the airbase specified by the ReturnToAirbase methods. Handle this state to customize the return behaviour of the AI, if any.</li>
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</ul>
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<h2>1.2) </h2>
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<p> * Add
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* Remove</p>
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<h2>1.2) AI_BALANCER returns AI to Airbases</h2>
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<p>You can configure to have the AI to return to:</p>
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<h3>1.2.2) AI_BALANCER Events</h3>
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<ul>
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<li><a href="##(AI_BALANCER).ReturnToHomeAirbase">AI_BALANCER.ReturnToHomeAirbase</a>: Returns the AI to the home <a href="Wrapper.Airbase.html##(AIRBASE)">Wrapper.Airbase#AIRBASE</a>.</li>
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<li><a href="##(AI_BALANCER).ReturnToNearestAirbases">AI_BALANCER.ReturnToNearestAirbases</a>: Returns the AI to the nearest friendly <a href="Wrapper.Airbase.html##(AIRBASE)">Wrapper.Airbase#AIRBASE</a>.
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--</li>
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<li><strong>Monitor</strong> ( Set ): Every 10 seconds, the Monitor event is triggered to monitor the Set.</li>
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<li><strong>Spawn</strong> ( Set, ClientName ): Triggers when there is a new AI group to be spawned with ClientName as the name of reference.</li>
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<li><strong>Spawned</strong> ( Set, AIGroup ): Triggers when a new AI has been spawned. You can handle this event to customize the AI behaviour with other AI FSMs or own processes.</li>
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<li><strong>Destroy</strong> ( Set, AIGroup ): The AI is being destroyed.</li>
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<li><strong>Return</strong> ( Set, AIGroup ): The AI is returning to the airbase specified by the ReturnToAirbase methods.</li>
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</ul>
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<h2>1.3) AI_BALANCER spawn interval for replacement AI</h2>
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<p>Use the method <a href="##(AI_BALANCER).InitSpawnInterval">AI_BALANCER.InitSpawnInterval</a>() to set the earliest and latest interval in seconds that is waited until a new replacement AI is spawned.</p>
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<h2>1.4) AI_BALANCER returns AI to Airbases</h2>
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<p>By default, When a human player joins a slot that is AI_BALANCED, the AI group will be destroyed by default.
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However, there are 2 additional options that you can use to customize the destroy behaviour.
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When a human player joins a slot, you can configure to let the AI return to:</p>
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<ul>
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<li><a href="##(AI_BALANCER).ReturnToHomeAirbase">AI_BALANCER.ReturnToHomeAirbase</a>: Returns the AI to the <strong>home</strong> <a href="Wrapper.Airbase.html##(AIRBASE)">Wrapper.Airbase#AIRBASE</a>.</li>
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<li><a href="##(AI_BALANCER).ReturnToNearestAirbases">AI_BALANCER.ReturnToNearestAirbases</a>: Returns the AI to the <strong>nearest friendly</strong> <a href="Wrapper.Airbase.html##(AIRBASE)">Wrapper.Airbase#AIRBASE</a>.</li>
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</ul>
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<p>Note that when AI returns to an airbase, it will trigger the <strong>Return</strong> event and will return,
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otherwise when the AI is destroyed, the <strong>Destroy</strong> event will be triggered.</p>
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<hr/>
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<h1><strong>API CHANGE HISTORY</strong></h1>
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<p>The underlying change log documents the API changes. Please read this carefully. The following notation is used:</p>
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@@ -115,32 +153,23 @@ SET_GROUP and additional event parameters provided during the event.</p>
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<p>Hereby the change log:</p>
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<p>2016-08-17: SPAWN:<strong>InitCleanUp</strong>( SpawnCleanUpInterval ) replaces SPAWN:<em>CleanUp</em>( SpawnCleanUpInterval )</p>
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<ul>
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<li>Want to ensure that the methods starting with <strong>Init</strong> are the first called methods before any <em>Spawn</em> method is called!</li>
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<li>This notation makes it now more clear which methods are initialization methods and which methods are Spawn enablement methods.</li>
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</ul>
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<p>2017-01-08: AI_BALANCER:<strong>InitSpawnInterval( Earliest, Latest )</strong> added.</p>
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<hr/>
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<h1>AUTHORS and CONTRIBUTIONS</h1>
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<h1><strong>AUTHORS and CONTRIBUTIONS</strong></h1>
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<h3>Contributions:</h3>
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<ul>
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<li><p><strong>Dutch_Baron (James)</strong>: Who you can search on the Eagle Dynamics Forums. <br/>
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Working together with James has resulted in the creation of the AI_BALANCER class. <br/>
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James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-)</p></li>
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<li><p><strong>SNAFU</strong>:
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Had a couple of mails with the guys to validate, if the same concept in the GCI/CAP script could be reworked within MOOSE.
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None of the script code has been used however within the new AI_BALANCER moose class.</p></li>
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<li><p><strong><a href="https://forums.eagle.ru/member.php?u=112075">Dutch_Baron</a></strong>: 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 :-)</p></li>
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<li><p><strong>SNAFU</strong>: Had a couple of mails with the guys to validate, if the same concept in the GCI/CAP script could be reworked within MOOSE. None of the script code has been used however within the new AI_BALANCER moose class.</p></li>
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</ul>
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<h3>Authors:</h3>
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<ul>
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<li>FlightControl: Framework Design & Programming</li>
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<li>FlightControl: Framework Design & Programming and Documentation.</li>
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</ul>
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@@ -165,6 +194,24 @@ SET_GROUP and additional event parameters provided during the event.</p>
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<td class="name" nowrap="nowrap"><a href="##(AI_BALANCER).ClassName">AI_BALANCER.ClassName</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(AI_BALANCER).Earliest">AI_BALANCER.Earliest</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(AI_BALANCER).InitSpawnInterval">AI_BALANCER:InitSpawnInterval(Earliest, Latest)</a></td>
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<td class="summary">
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<p>Sets the earliest to the latest interval in seconds how long AI_BALANCER will wait to spawn a new AI.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(AI_BALANCER).Latest">AI_BALANCER.Latest</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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@@ -207,6 +254,18 @@ SET_GROUP and additional event parameters provided during the event.</p>
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<td class="name" nowrap="nowrap"><a href="##(AI_BALANCER).SetClient">AI_BALANCER.SetClient</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(AI_BALANCER).SpawnAI">AI_BALANCER.SpawnAI</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(AI_BALANCER).Test">AI_BALANCER.Test</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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@@ -222,7 +281,7 @@ SET_GROUP and additional event parameters provided during the event.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(AI_BALANCER).onenterDestroying">AI_BALANCER:onenterDestroying(SetGroup, AIGroup, From, Event, To)</a></td>
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<td class="name" nowrap="nowrap"><a href="##(AI_BALANCER).onenterDestroying">AI_BALANCER:onenterDestroying(SetGroup, AIGroup, From, Event, To, ClientName)</a></td>
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<td class="summary">
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</td>
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@@ -295,6 +354,70 @@ SET_GROUP and additional event parameters provided during the event.</p>
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</dd>
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</dl>
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<dl class="function">
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<dt>
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<em></em>
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<a id="#(AI_BALANCER).Earliest" >
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<strong>AI_BALANCER.Earliest</strong>
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</a>
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</dt>
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<dd>
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</dd>
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</dl>
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<dl class="function">
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<dt>
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<a id="#(AI_BALANCER).InitSpawnInterval" >
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<strong>AI_BALANCER:InitSpawnInterval(Earliest, Latest)</strong>
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</a>
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</dt>
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<dd>
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<p>Sets the earliest to the latest interval in seconds how long AI_BALANCER will wait to spawn a new AI.</p>
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<p>Provide 2 identical seconds if the interval should be a fixed amount of seconds.</p>
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<h3>Parameters</h3>
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<ul>
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<li>
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<p><code><em>#number Earliest </em></code>:
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The earliest a new AI can be spawned in seconds.</p>
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</li>
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<li>
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<p><code><em>#number Latest </em></code>:
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The latest a new AI can be spawned in seconds.</p>
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</li>
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</ul>
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<h3>Return value</h3>
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<p>self</p>
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</dd>
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</dl>
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<dl class="function">
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<dt>
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<em></em>
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<a id="#(AI_BALANCER).Latest" >
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<strong>AI_BALANCER.Latest</strong>
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</a>
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</dt>
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<dd>
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</dd>
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</dl>
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<dl class="function">
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@@ -328,9 +451,6 @@ The default Spawn object to spawn new AI Groups when needed.</p>
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<p><em><a href="##(AI_BALANCER)">#AI_BALANCER</a>:</em></p>
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<h3>Usage:</h3>
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<pre class="example"><code>-- Define a new AI_BALANCER Object.</code></pre>
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</dd>
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</dl>
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<dl class="function">
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@@ -437,6 +557,34 @@ The SET of <a href="Core.Set.html##(SET_AIRBASE)">Core.Set#SET_AIRBASE</a>s to e
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</dd>
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</dl>
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<dl class="function">
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<dt>
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<em><a href="Functional.Spawn.html##(SPAWN)">Functional.Spawn#SPAWN</a></em>
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<a id="#(AI_BALANCER).SpawnAI" >
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<strong>AI_BALANCER.SpawnAI</strong>
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</a>
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</dt>
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<dd>
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</dd>
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</dl>
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<dl class="function">
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<dt>
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<em><a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a></em>
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<a id="#(AI_BALANCER).Test" >
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<strong>AI_BALANCER.Test</strong>
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</a>
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</dt>
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<dd>
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</dd>
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</dl>
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<dl class="function">
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@@ -471,7 +619,7 @@ The SET of <a href="Core.Set.html##(SET_AIRBASE)">Core.Set#SET_AIRBASE</a>s to e
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<dt>
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<a id="#(AI_BALANCER).onenterDestroying" >
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<strong>AI_BALANCER:onenterDestroying(SetGroup, AIGroup, From, Event, To)</strong>
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<strong>AI_BALANCER:onenterDestroying(SetGroup, AIGroup, From, Event, To, ClientName)</strong>
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</a>
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</dt>
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<dd>
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@@ -504,6 +652,11 @@ The SET of <a href="Core.Set.html##(SET_AIRBASE)">Core.Set#SET_AIRBASE</a>s to e
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<p><code><em> To </em></code>: </p>
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</li>
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<li>
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<p><code><em> ClientName </em></code>: </p>
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</li>
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</ul>
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</dd>
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