Optimizations ROE and ROT and flight modes.

This commit is contained in:
FlightControl 2019-06-01 08:06:18 +02:00
parent 7b5b57c087
commit 7bae22248a
3 changed files with 111 additions and 38 deletions

View File

@ -250,6 +250,8 @@ function AI_ESCORT:New( EscortUnit, EscortGroupSet, EscortName, EscortBriefing )
EscortGroupSet:ForEachGroup(
--- @param Core.Group#GROUP EscortGroup
function( EscortGroup )
EscortGroup.EscortMenu = MENU_GROUP:New( self.PlayerGroup, EscortGroup:GetName(), self.MainMenu )
-- Set EscortGroup known at EscortUnit.
if not self.PlayerUnit._EscortGroups then
self.PlayerUnit._EscortGroups = {}
@ -577,7 +579,7 @@ function AI_ESCORT:MenuJoinUp()
self.EscortGroupSet:ForSomeGroupAlive(
--- @param Core.Group#GROUP EscortGroup
function( EscortGroup )
self:EscortSetMenuJoinUp( EscortGroup )
self:EscortMenuJoinUp( EscortGroup )
end
)
@ -997,10 +999,10 @@ function AI_ESCORT:MenuROE( MenuTextFormat )
local FlightMenuROE = MENU_GROUP:New( self.PlayerGroup, "Rule Of Engagement", self.FlightMenu )
local FlightMenuROEHoldFire = MENU_GROUP_COMMAND:New( self.PlayerGroup, "Hold fire", FlightMenuROE, AI_ESCORT._ROE, self, GROUP.OptionROEHoldFire, "Holding weapons!" )
local FlightMenuROEReturnFire = MENU_GROUP_COMMAND:New( self.PlayerGroup, "Return fire", FlightMenuROE, AI_ESCORT._ROE, self, GROUP.OptionROEReturnFire, "Returning fire!" )
local FlightMenuROEOpenFire = MENU_GROUP_COMMAND:New( self.PlayerGroup, "Open Fire", FlightMenuROE, AI_ESCORT._ROE, self, GROUP.OptionROEOpenFire, "Open fire at designated targets!" )
local FlightMenuROEWeaponFree = MENU_GROUP_COMMAND:New( self.PlayerGroup, "Engage all targets", FlightMenuROE, AI_ESCORT._ROE, self, GROUP.OptionROEWeaponFree, "Engaging all targets!" )
local FlightMenuROEHoldFire = MENU_GROUP_COMMAND:New( self.PlayerGroup, "Hold fire", FlightMenuROE, AI_ESCORT._FlightROEHoldFire, self, "Holding weapons!" )
local FlightMenuROEReturnFire = MENU_GROUP_COMMAND:New( self.PlayerGroup, "Return fire", FlightMenuROE, AI_ESCORT._FlightROEReturnFire, self, "Returning fire!" )
local FlightMenuROEOpenFire = MENU_GROUP_COMMAND:New( self.PlayerGroup, "Open Fire", FlightMenuROE, AI_ESCORT._FlightROEOpenFire, self, "Open fire at designated targets!" )
local FlightMenuROEWeaponFree = MENU_GROUP_COMMAND:New( self.PlayerGroup, "Engage all targets", FlightMenuROE, AI_ESCORT._FlightROEWeaponFree, self, "Engaging all targets!" )
self.EscortGroupSet:ForSomeGroupAlive(
--- @param Core.Group#GROUP EscortGroup
@ -1012,16 +1014,16 @@ function AI_ESCORT:MenuROE( MenuTextFormat )
local EscortMenuROE = MENU_GROUP:New( self.PlayerGroup, "Rule Of Engagement", EscortGroup.EscortMenu )
if EscortGroup:OptionROEHoldFirePossible() then
local EscortMenuROEHoldFire = MENU_GROUP_COMMAND:New( self.PlayerGroup, "Hold fire", EscortMenuROE, AI_ESCORT._ROE, self, EscortGroup, GROUP.OptionROEHoldFire, "Holding weapons!" )
local EscortMenuROEHoldFire = MENU_GROUP_COMMAND:New( self.PlayerGroup, "Hold fire", EscortMenuROE, AI_ESCORT._ROE, self, EscortGroup, EscortGroup.OptionROEHoldFire, "Holding weapons!" )
end
if EscortGroup:OptionROEReturnFirePossible() then
local EscortMenuROEReturnFire = MENU_GROUP_COMMAND:New( self.PlayerGroup, "Return fire", EscortMenuROE, AI_ESCORT._ROE, self, EscortGroup, GROUP.OptionROEReturnFire, "Returning fire!" )
local EscortMenuROEReturnFire = MENU_GROUP_COMMAND:New( self.PlayerGroup, "Return fire", EscortMenuROE, AI_ESCORT._ROE, self, EscortGroup, EscortGroup.OptionROEReturnFire, "Returning fire!" )
end
if EscortGroup:OptionROEOpenFirePossible() then
EscortGroup.EscortMenuROEOpenFire = MENU_GROUP_COMMAND:New( self.PlayerGroup, "Open Fire", EscortMenuROE, AI_ESCORT._ROE, self, EscortGroup, GROUP.OptionROEOpenFire, "Opening fire on designated targets!!" )
EscortGroup.EscortMenuROEOpenFire = MENU_GROUP_COMMAND:New( self.PlayerGroup, "Open Fire", EscortMenuROE, AI_ESCORT._ROE, self, EscortGroup, EscortGroup.OptionROEOpenFire, "Opening fire on designated targets!!" )
end
if EscortGroup:OptionROEWeaponFreePossible() then
EscortGroup.EscortMenuROEWeaponFree = MENU_GROUP_COMMAND:New( self.PlayerGroup, "Engage all targets", EscortMenuROE, AI_ESCORT._ROE, self, EscortGroup, GROUP.OptionROEWeaponFree, "Opening fire on targets of opportunity!" )
EscortGroup.EscortMenuROEWeaponFree = MENU_GROUP_COMMAND:New( self.PlayerGroup, "Engage all targets", EscortMenuROE, AI_ESCORT._ROE, self, EscortGroup, EscortGroup.OptionROEWeaponFree, "Opening fire on targets of opportunity!" )
end
end
end
@ -1040,10 +1042,10 @@ function AI_ESCORT:MenuROT( MenuTextFormat )
local FlightMenuROT = MENU_GROUP:New( self.PlayerGroup, "Reaction On Threat", self.FlightMenu )
local FlightMenuROTNoReaction = MENU_GROUP_COMMAND:New( self.PlayerGroup, "Fight until death", FlightMenuROT, AI_ESCORT._ROT, self, GROUP.OptionROTNoReaction, "Fighting until death!" )
local FlightMenuROTPassiveDefense = MENU_GROUP_COMMAND:New( self.PlayerGroup, "Use flares, chaff and jammers", FlightMenuROT, AI_ESCORT._ROT, self, GROUP.OptionROTPassiveDefense, "Defending using jammers, chaff and flares!" )
local FlightMenuROTEvadeFire = MENU_GROUP_COMMAND:New( self.PlayerGroup, "Open fire", FlightMenuROT, AI_ESCORT._ROT, self, GROUP.OptionROTEvadeFire, "Evading on enemy fire!" )
local FlightMenuROTVertical = MENU_GROUP_COMMAND:New( self.PlayerGroup, "Avoid radar and evade fire", FlightMenuROT, AI_ESCORT._ROT, self, GROUP.OptionROTVertical, "Evading on enemy fire with vertical manoeuvres!" )
local FlightMenuROTNoReaction = MENU_GROUP_COMMAND:New( self.PlayerGroup, "Fight until death", FlightMenuROT, AI_ESCORT._FlightROTNoReaction, self, "Fighting until death!" )
local FlightMenuROTPassiveDefense = MENU_GROUP_COMMAND:New( self.PlayerGroup, "Use flares, chaff and jammers", FlightMenuROT, AI_ESCORT._FlightROTPassiveDefense, self, "Defending using jammers, chaff and flares!" )
local FlightMenuROTEvadeFire = MENU_GROUP_COMMAND:New( self.PlayerGroup, "Open fire", FlightMenuROT, AI_ESCORT._FlightROTEvadeFire, self, "Evading on enemy fire!" )
local FlightMenuROTVertical = MENU_GROUP_COMMAND:New( self.PlayerGroup, "Avoid radar and evade fire", FlightMenuROT, AI_ESCORT._FlightROTVertical, self, "Evading on enemy fire with vertical manoeuvres!" )
self.EscortGroupSet:ForSomeGroupAlive(
--- @param Core.Group#GROUP EscortGroup
@ -1056,16 +1058,16 @@ function AI_ESCORT:MenuROT( MenuTextFormat )
if not EscortGroup.EscortMenuEvasion then
-- Reaction to Threats
if EscortGroup:OptionROTNoReactionPossible() then
local EscortMenuEvasionNoReaction = MENU_GROUP_COMMAND:New( self.PlayerGroup, "Fight until death", EscortMenuROT, AI_ESCORT._ROT, self, EscortGroup, GROUP.OptionROTNoReaction, "Fighting until death!" )
local EscortMenuEvasionNoReaction = MENU_GROUP_COMMAND:New( self.PlayerGroup, "Fight until death", EscortMenuROT, AI_ESCORT._ROT, self, EscortGroup, EscortGroup.OptionROTNoReaction, "Fighting until death!" )
end
if EscortGroup:OptionROTPassiveDefensePossible() then
local EscortMenuEvasionPassiveDefense = MENU_GROUP_COMMAND:New( self.PlayerGroup, "Use flares, chaff and jammers", EscortMenuROT, AI_ESCORT._ROT, self, EscortGroup, GROUP.OptionROTPassiveDefense, "Defending using jammers, chaff and flares!" )
local EscortMenuEvasionPassiveDefense = MENU_GROUP_COMMAND:New( self.PlayerGroup, "Use flares, chaff and jammers", EscortMenuROT, AI_ESCORT._ROT, self, EscortGroup, EscortGroup.OptionROTPassiveDefense, "Defending using jammers, chaff and flares!" )
end
if EscortGroup:OptionROTEvadeFirePossible() then
local EscortMenuEvasionEvadeFire = MENU_GROUP_COMMAND:New( self.PlayerGroup, "Open fire", EscortMenuROT, AI_ESCORT._ROT, self, EscortGroup, GROUP.OptionROTEvadeFire, "Evading on enemy fire!" )
local EscortMenuEvasionEvadeFire = MENU_GROUP_COMMAND:New( self.PlayerGroup, "Open fire", EscortMenuROT, AI_ESCORT._ROT, self, EscortGroup, EscortGroup.OptionROTEvadeFire, "Evading on enemy fire!" )
end
if EscortGroup:OptionROTVerticalPossible() then
local EscortMenuOptionEvasionVertical = MENU_GROUP_COMMAND:New( self.PlayerGroup, "Avoid radar and evade fire", EscortMenuROT, AI_ESCORT._ROT, self, EscortGroup, GROUP.OptionROTVertical, "Evading on enemy fire with vertical manoeuvres!" )
local EscortMenuOptionEvasionVertical = MENU_GROUP_COMMAND:New( self.PlayerGroup, "Avoid radar and evade fire", EscortMenuROT, AI_ESCORT._ROT, self, EscortGroup, EscortGroup.OptionROTVertical, "Evading on enemy fire with vertical manoeuvres!" )
end
end
end
@ -1107,7 +1109,7 @@ function AI_ESCORT:_HoldPosition( OrbitGroup, EscortGroup, OrbitHeight, OrbitSec
local OrbitUnit = OrbitGroup:GetUnit(1) -- Wrapper.Unit#UNIT
self:ReleaseFormation( EscortGroup )
self:ModeMission( EscortGroup )
local PointFrom = {}
local GroupVec3 = EscortGroup:GetUnit(1):GetVec3()
@ -1168,7 +1170,7 @@ function AI_ESCORT:_JoinUp( EscortGroup )
local EscortUnit = self.PlayerUnit
self:JoinFormation( EscortGroup )
self:ModeFormation( EscortGroup )
EscortGroup:SetState( self, "Mode", self.__Enum.Mode.Follow )
end
@ -1372,7 +1374,6 @@ function AI_ESCORT.___Resume( EscortGroup, self )
local PlayerGroup = self.PlayerGroup
self:JoinFormation( EscortGroup )
EscortGroup:MessageTypeToGroup( "Destroyed all targets. Rejoining.", MESSAGE.Type.Information, PlayerGroup )
end
@ -1407,7 +1408,7 @@ function AI_ESCORT:_AttackTarget( EscortGroup, DetectedItem )
local EscortUnit = self.PlayerUnit
self:ReleaseFormation( EscortGroup )
self:ModeMission( EscortGroup )
if EscortGroup:IsAir() then
EscortGroup:OptionROEOpenFire()
@ -1512,36 +1513,89 @@ function AI_ESCORT:_AssistTarget( EscortGroup, DetectedItem )
end
function AI_ESCORT:_ROE( EscortGroup, EscortROEFunction, EscortROEMessage )
pcall( function() EscortROEFunction() end )
pcall( function() EscortROEFunction( EscortGroup ) end )
EscortGroup:MessageTypeToGroup( EscortROEMessage, MESSAGE.Type.Information, self.PlayerGroup )
end
function AI_ESCORT:_FlightROE( EscortROEFunction, EscortROEMessage )
self.EscortGroupSet:ForSomeGroupAlive(
function AI_ESCORT:_FlightROEHoldFire( EscortROEMessage )
self.EscortGroupSet:ForEachGroupAlive(
--- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup )
self:_ROE( EscortGroup, EscortROEFunction, EscortROEMessage )
self:_ROE( EscortGroup, EscortGroup.OptionROEHoldFire, EscortROEMessage )
end
)
end
function AI_ESCORT:_FlightROEOpenFire( EscortROEMessage )
self.EscortGroupSet:ForEachGroupAlive(
--- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup )
self:_ROE( EscortGroup, EscortGroup.OptionROEOpenFire, EscortROEMessage )
end
)
end
function AI_ESCORT:_FlightROEReturnFire( EscortROEMessage )
self.EscortGroupSet:ForEachGroupAlive(
--- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup )
self:_ROE( EscortGroup, EscortGroup.OptionROEReturnFire, EscortROEMessage )
end
)
end
function AI_ESCORT:_FlightROEWeaponFree( EscortROEMessage )
self.EscortGroupSet:ForEachGroupAlive(
--- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup )
self:_ROE( EscortGroup, EscortGroup.OptionROEWeaponFree, EscortROEMessage )
end
)
end
function AI_ESCORT:_ROT( EscortGroup, EscortROTFunction, EscortROTMessage )
pcall( function() EscortROTFunction() end )
pcall( function() EscortROTFunction( EscortGroup ) end )
EscortGroup:MessageTypeToGroup( EscortROTMessage, MESSAGE.Type.Information, self.PlayerGroup )
end
function AI_ESCORT:_FlightROT( EscortROTFunction, EscortROTMessage )
self.EscortGroupSet:ForSomeGroupAlive(
function AI_ESCORT:_FlightROTNoReaction( EscortROTMessage )
self.EscortGroupSet:ForEachGroupAlive(
--- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup )
self:_ROT( EscortGroup, EscortROTFunction, EscortROTMessage )
self:_ROT( EscortGroup, EscortGroup.OptionROTNoReaction, EscortROTMessage )
end
)
end
function AI_ESCORT:_FlightROTPassiveDefense( EscortROTMessage )
self.EscortGroupSet:ForEachGroupAlive(
--- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup )
self:_ROT( EscortGroup, EscortGroup.OptionROTPassiveDefense, EscortROTMessage )
end
)
end
function AI_ESCORT:_FlightROTEvadeFire( EscortROTMessage )
self.EscortGroupSet:ForEachGroupAlive(
--- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup )
self:_ROT( EscortGroup, EscortGroup.OptionROTEvadeFire, EscortROTMessage )
end
)
end
function AI_ESCORT:_FlightROTVertical( EscortROTMessage )
self.EscortGroupSet:ForEachGroupAlive(
--- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup )
self:_ROT( EscortGroup, EscortGroup.OptionROTVertical, EscortROTMessage )
end
)
end
--- Registers the waypoints
-- @param #AI_ESCORT self

View File

@ -242,7 +242,7 @@ function AI_ESCORT_REQUEST:SpawnEscort()
self:FormationTrail( 50, 50, 50 )
if self.SpawnMode == self.__Enum.Mode.Formation then
self:JoinFormation( EscortGroup )
self:ModeFormation( EscortGroup )
end
--self:Menus( self.XStart, self.XSpace, self.YStart, self.YSpace, self.ZStart, self.ZSpace, self.ZLevels )

View File

@ -950,33 +950,52 @@ function AI_FORMATION:SetFlightRandomization( FlightRandomization ) --R2.1
end
--- This releases the air unit in your flight from the formation flight.
--- This sets your escorts to fly a mission.
-- @param #AI_FORMATION self
-- @param Wrapper.Group#GROUP FollowGroup FollowGroup.
-- @return #AI_FORMATION
function AI_FORMATION:ReleaseFormation( FollowGroup )
function AI_FORMATION:ModeMission( FollowGroup )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Mission )
if FollowGroup then
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Mission )
else
self.EscortGroupSet:ForSomeGroupAlive(
--- @param Core.Group#GROUP EscortGroup
function( FollowGroup )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Mission )
end
)
end
return self
end
--- This joins up the air unit in your formation flight.
--- This sets your escorts to fly in a formation.
-- @param #AI_FORMATION self
-- @param Wrapper.Group#GROUP FollowGroup FollowGroup.
-- @return #AI_FORMATION
function AI_FORMATION:JoinFormation( FollowGroup )
function AI_FORMATION:ModeFormation( FollowGroup )
-- If a formation type was defined for the AI_FORMATION object, then we can joinup.
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Formation )
if FollowGroup then
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Formation )
else
self.EscortGroupSet:ForSomeGroupAlive(
--- @param Core.Group#GROUP EscortGroup
function( FollowGroup )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Formation )
end
)
end
return self
end
--- Stop function. Formation will not be updated any more.
-- @param #AI_FORMATION self
-- @param Core.Set#SET_GROUP FollowGroupSet The following set of groups.