AB v0.95wip

This commit is contained in:
Frank
2019-02-06 00:12:24 +01:00
parent 83ed456c29
commit 70d1f96681
3 changed files with 49 additions and 33 deletions

View File

@@ -4253,7 +4253,7 @@ function AIRBOSS:_ScanCarrierZone()
local unit=_unit --Wrapper.Unit#UNIT
-- Necessary conditions to be met:
local airborne=unit:IsAir() and unit:InAir()
local airborne=unit:IsAir() --and unit:InAir()
local inzone=unit:IsInZone(self.zoneCCA)
local friendly=self:GetCoalition()==unit:GetCoalition()
local carrierac=self:_IsCarrierAircraft(unit)
@@ -5000,9 +5000,6 @@ function AIRBOSS:_CollapseMarshalStack(flight, nopattern)
-- Only collapse stacks above the new pattern flight.
if mstack>stack then
-- OLD: New stack is old stack minus one.
--local newstack=mstack-1
-- NEW: Is this now right as we allow more flights per stack?
-- TODO: Question is, does the stack collapse if the lower stack is completely empty or do aircraft descent if just one flight leaves.
@@ -5327,6 +5324,10 @@ function AIRBOSS:_PrintQueue(queue, name)
local alt=UTILS.MetersToFeet(self:_GetMarshalAltitude(stack, case))
text=text..string.format(" stackalt=%d ft", alt)
end
for j,_element in pairs(flight.elements) do
local element=_element --#AIRBOSS.FlightElement
text=text..string.format("\n (%d) %s (%s): ai=%s, ballcall=%s, recovered=%s", j, element.onboard, element.unitname, tostring(element.ai), tostring(element.ballcall), tostring(element.recovered))
end
end
end
self:T(self.lid..text)
@@ -5383,13 +5384,14 @@ function AIRBOSS:_CreateFlightGroup(group)
local units=group:GetUnits()
for i,_unit in pairs(units) do
local unit=_unit --Wrapper.Unit#UNIT
local name=unit:GetName()
local element={} --#AIRBOSS.FlightElement
element.unit=unit
element.onboard=flight.onboardnumbers[name]
element.unitname=unit:GetName()
element.onboard=flight.onboardnumbers[element.unitname]
element.ballcall=false
element.ai=not self:_IsHumanUnit(unit)
text=text..string.format("\n[%d] %s onboard #%s, AI=%s", i, name, tostring(element.onboard), tostring(element.ai))
element.recovered=false
text=text..string.format("\n[%d] %s onboard #%s, AI=%s", i, element.unitname, tostring(element.onboard), tostring(element.ai))
table.insert(flight.elements, element)
end
self:T(self.lid..text)
@@ -5548,8 +5550,9 @@ end
--- Get element in flight.
-- @param #AIRBOSS self
-- @param #string unitname Name of the unit.
-- @return #AIRBOSS.FlightElement Element of the flight.
-- @return #number Element index.
-- @return #AIRBOSS.FlightElement Element of the flight or nil.
-- @return #number Element index or nil.
-- @return #AIRBOSS.FlightGroup The Flight group or nil
function AIRBOSS:_GetFlightElement(unitname)
-- Get the unit.
@@ -5569,7 +5572,7 @@ function AIRBOSS:_GetFlightElement(unitname)
local element=_element --#AIRBOSS.FlightElement
if element.unit:GetName()==unitname then
return element, i
return element, i, flight
end
end
@@ -5577,7 +5580,7 @@ function AIRBOSS:_GetFlightElement(unitname)
end
end
return nil, nil
return nil, nil, nil
end
--- Get element in flight.
@@ -5587,7 +5590,7 @@ end
function AIRBOSS:_RemoveFlightElement(unitname)
-- Get table index.
local element,idx=self:_GetFlightElement(unitname)
local element,idx, flight=self:_GetFlightElement(unitname)
if idx then
table.remove(flight.elements, idx)
@@ -5655,7 +5658,7 @@ end
-- @return #boolean If true, all elements landed.
function AIRBOSS:_CheckAllRecovered(flight)
for _,_element in pair(flight.elements) do
for _,_element in pairs(flight.elements) do
local element=_element --#AIROBSS.FlightElement
if not element.recovered then
return false
@@ -6314,7 +6317,13 @@ function AIRBOSS:OnEventLand(EventData)
end
-- AI always lands ==> remove unit from flight group and queues.
self:_RemoveUnitFromFlight(EventData.IniUnit)
self:_RecoveredElement(EventData.IniUnit)
local flight=self:_GetFlightFromGroupInQueue(EventData.IniGroup, self.flights)
local allrecovered=self:_CheckAllRecovered(flight)
if allrecovered then
self:_RemoveFlightFromQueue(self.Qpattern, flight)
end
--self:_RemoveUnitFromFlight(EventData.IniUnit)
end
end
@@ -10372,8 +10381,14 @@ function AIRBOSS:_Debrief(playerData)
-- Player landed and is not in air anymore.
if playerData.landed and not playerData.unit:InAir() then
-- TODO: This is not 100% correct if player group has some AI units. But we do it anyway since otherwise player will
self:_RemoveFlightFromQueue(self.Qpattern, playerData)
-- Set recovered flag.
self:_RecoveredElement(playerData.unit)
local allrecovered=self:_CheckAllRecovered(playerData)
if allrecovered then
self:_RemoveFlightFromQueue(self.Qpattern, playerData)
end
end
-- Increase number of passes.
@@ -10689,7 +10704,8 @@ function AIRBOSS:CarrierTurnIntoWind(time, vdeck)
-- Return to coordinate if collision is detected.
self.Creturnto=self:GetCoordinate()
-- Let the carrier make a detour from its route but return to its current position.
-- Let the carrier make a detour from its route but return to its current position.
-- TODO: Add downwind speed
self:CarrierDetour(pos1, speedknots, true)
-- Set switch that we are currently turning into the wind.
@@ -13089,7 +13105,7 @@ function AIRBOSS:_DisplayCarrierWeather(_unitname)
-- Get atmospheric data at carrier location.
local T=coord:GetTemperature()
local P=coord:GetPressure()
local Wd,Ws=coord:GetWind()
local Wd,Ws=coord:GetWind(50)
-- Get Beaufort wind scale.
local Bn,Bd=UTILS.BeaufortScale(Ws)