Merge branch 'develop'

This commit is contained in:
FlightControl 2018-10-13 07:34:01 +02:00
commit 5bccd2c6c9

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