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Merge branch 'develop'
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@ -796,10 +796,17 @@ do -- AI_A2A_DISPATCHER
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--
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-- Use the method @{#AI_A2A_DISPATCHER.SetDisengageRadius}() to modify the default Disengage Radius to another distance setting.
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--
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-- ## 11. Airbase capture:
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--
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-- ## 11. Q & A:
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-- Different squadrons can be located at one airbase.
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-- If the airbase gets captured, that is, when there is an enemy unit near the airbase, and there aren't anymore friendlies at the airbase, the airbase will change coalition ownership.
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-- As a result, the GCI and CAP will stop!
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-- However, the squadron will still stay alive. Any airplane that is airborne will continue its operations until all airborne airplanes
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-- of the squadron will be destroyed. This to keep consistency of air operations not to confuse the players.
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--
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-- ### 11.1. Which countries will be selected for each coalition?
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-- ## 12. Q & A:
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--
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-- ### 12.1. Which countries will be selected for each coalition?
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--
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-- Which countries are assigned to a coalition influences which units are available to the coalition.
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-- For example because the mission calls for a EWR radar on the blue side the Ukraine might be chosen as a blue country
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@ -807,7 +814,7 @@ do -- AI_A2A_DISPATCHER
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-- Some countries assign different tasking to aircraft, for example Germany assigns the CAP task to F-4E Phantoms but the USA does not.
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-- Therefore if F4s are wanted as a coalition's CAP or GCI aircraft Germany will need to be assigned to that coalition.
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--
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-- ### 11.2. Country, type, load out, skill and skins for CAP and GCI aircraft?
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-- ### 12.2. Country, type, load out, skill and skins for CAP and GCI aircraft?
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--
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-- * Note these can be from any countries within the coalition but must be an aircraft with one of the main tasks being "CAP".
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-- * Obviously skins which are selected must be available to all players that join the mission otherwise they will see a default skin.
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@ -995,9 +1002,13 @@ do -- AI_A2A_DISPATCHER
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self:HandleEvent( EVENTS.Dead, self.OnEventCrashOrDead )
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--self:HandleEvent( EVENTS.RemoveUnit, self.OnEventCrashOrDead )
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self:HandleEvent( EVENTS.Land )
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self:HandleEvent( EVENTS.EngineShutdown )
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-- Handle the situation where the airbases are captured.
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self:HandleEvent( EVENTS.BaseCaptured )
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self:SetTacticalDisplay( false )
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self:__Start( 5 )
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@ -1005,6 +1016,22 @@ do -- AI_A2A_DISPATCHER
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return self
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end
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--- @param #AI_A2A_DISPATCHER self
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-- @param Core.Event#EVENTDATA EventData
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function AI_A2A_DISPATCHER:OnEventBaseCaptured( EventData )
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local AirbaseName = EventData.PlaceName -- The name of the airbase that was captured.
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-- Now search for all squadrons located at the airbase, and sanatize them.
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for SquadronName, Squadron in pairs( self.DefenderSquadrons ) do
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if Squadron.AirbaseName == AirbaseName then
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Squadron.Resources = -999 -- The base has been captured, and the resources are eliminated. No more spawning.
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Squadron.Captured = true
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end
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end
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end
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--- @param #AI_A2A_DISPATCHER self
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-- @param Core.Event#EVENTDATA EventData
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function AI_A2A_DISPATCHER:OnEventCrashOrDead( EventData )
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@ -1497,6 +1524,7 @@ do -- AI_A2A_DISPATCHER
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end
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DefenderSquadron.Resources = Resources
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DefenderSquadron.TemplatePrefixes = TemplatePrefixes
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DefenderSquadron.Captured = false -- Not captured. This flag will be set to true, when the airbase where the squadron is located, is captured.
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self:F( { Squadron = {SquadronName, AirbaseName, TemplatePrefixes, Resources } } )
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@ -1663,16 +1691,19 @@ do -- AI_A2A_DISPATCHER
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local DefenderSquadron = self:GetSquadron( SquadronName )
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if ( not DefenderSquadron.Resources ) or ( DefenderSquadron.Resources and DefenderSquadron.Resources > 0 ) then
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local Cap = DefenderSquadron.Cap
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if Cap then
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local CapCount = self:CountCapAirborne( SquadronName )
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self:F( { CapCount = CapCount } )
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if CapCount < Cap.CapLimit then
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local Probability = math.random()
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if Probability <= Cap.Probability then
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return DefenderSquadron
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if DefenderSquadron.Captured == false then -- We can only spawn new CAP if the base has not been captured.
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if ( not DefenderSquadron.Resources ) or ( DefenderSquadron.Resources and DefenderSquadron.Resources > 0 ) then -- And, if there are sufficient resources.
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local Cap = DefenderSquadron.Cap
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if Cap then
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local CapCount = self:CountCapAirborne( SquadronName )
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self:F( { CapCount = CapCount } )
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if CapCount < Cap.CapLimit then
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local Probability = math.random()
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if Probability <= Cap.Probability then
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return DefenderSquadron
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end
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end
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end
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end
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@ -1693,10 +1724,13 @@ do -- AI_A2A_DISPATCHER
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local DefenderSquadron = self:GetSquadron( SquadronName )
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if ( not DefenderSquadron.Resources ) or ( DefenderSquadron.Resources and DefenderSquadron.Resources > 0 ) then
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local Gci = DefenderSquadron.Gci
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if Gci then
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return DefenderSquadron
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if DefenderSquadron.Captured == false then -- We can only spawn new CAP if the base has not been captured.
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if ( not DefenderSquadron.Resources ) or ( DefenderSquadron.Resources and DefenderSquadron.Resources > 0 ) then -- And, if there are sufficient resources.
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local Gci = DefenderSquadron.Gci
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if Gci then
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return DefenderSquadron
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end
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end
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end
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return nil
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