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Updates
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@@ -1,21 +1,8 @@
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--- **AI** -- (R2.4) - Models the assignment of AI escorts to player flights.
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--- **AI** -- (R2.5) - Models the automatic 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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-- * Provides the facilities to trigger escorts when players join flight slots.
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--
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-- ===
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--
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@@ -28,14 +15,10 @@
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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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--- Models the automatic assignment of AI escorts to player flights.
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--
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-- ===
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--
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@@ -50,12 +33,34 @@ 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.Set#SET_GROUP CarrierSet The set of @{Wrapper.Group#GROUP} objects of carriers for which escorts are spawned in.
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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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-- @param #string EscortName Name of the escort, which will also be the name of the escort menu.
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-- @param #string EscortBriefing A text showing the 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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-- @usage
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--
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-- -- Create a new escort when a player joins an SU-25T plane.
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-- Create a carrier set, which contains the player slots that can be joined by the players, for which escorts will be defined.
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-- local Red_SU25T_CarrierSet = SET_GROUP:New():FilterPrefixes( "Red A2G Player Su-25T" ):FilterStart()
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--
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-- -- Create a spawn object that will spawn in the escorts, once the player has joined the player slot.
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-- local Red_SU25T_EscortSpawn = SPAWN:NewWithAlias( "Red A2G Su-25 Escort", "Red AI A2G SU-25 Escort" ):InitLimit( 10, 10 )
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--
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-- -- Create an airbase object, where the escorts will be spawned.
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-- local Red_SU25T_Airbase = AIRBASE:FindByName( AIRBASE.Caucasus.Maykop_Khanskaya )
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--
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-- -- Park the airplanes at the airbase, visible before start.
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-- Red_SU25T_EscortSpawn:ParkAtAirbase( Red_SU25T_Airbase, AIRBASE.TerminalType.OpenMedOrBig )
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--
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-- -- New create the escort dispatcher, using the carrier set, the escort spawn object at the escort airbase.
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-- -- Provide a name of the escort, which will be also the name appearing on the radio menu for the group.
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-- -- And a briefing to appear when the player joins the player slot.
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-- Red_SU25T_EscortDispatcher = AI_ESCORT_DISPATCHER:New( Red_SU25T_CarrierSet, Red_SU25T_EscortSpawn, Red_SU25T_Airbase, "Escort Su-25", "You Su-25T is escorted by one Su-25. Use the radio menu to control the escorts." )
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--
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-- -- The dispatcher needs to be started using the :Start() method.
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-- Red_SU25T_EscortDispatcher:Start()
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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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@@ -85,10 +90,34 @@ 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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self:HandleEvent( EVENTS.PlayerLeaveUnit, self.OnEventExit )
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self:HandleEvent( EVENTS.Crash, self.OnEventExit )
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self:HandleEvent( EVENTS.Dead, self.OnEventExit )
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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:OnEventExit( 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({EscortAirbase= self.EscortAirbase } )
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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 self.AI_Escorts[PlayerGroupName] then
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self.AI_Escorts[PlayerGroupName]:Stop()
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self.AI_Escorts[PlayerGroupName] = nil
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end
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end
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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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