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Added default CAP methods
* Added method :SetDefaultCapTimeInterval( CapMinSeconds, CapMaxSeconds ) for AI_A2A_DISPATCHER and AI_A2A_GCICAP. * Added method :SetDefaultCapLimit( CapLimit ) for AI_A2A_DISPATCHER and AI_A2A_GCICAP. Added documentation in chapter 10.7 and chapter 1.8. Changed Treshold to Threshold
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@@ -151,22 +151,22 @@ end
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--- Returns the AI to the nearest friendly @{Airbase#AIRBASE}.
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-- @param #AI_BALANCER self
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-- @param Dcs.DCSTypes#Distance ReturnTresholdRange If there is an enemy @{Client#CLIENT} within the ReturnTresholdRange given in meters, the AI will not return to the nearest @{Airbase#AIRBASE}.
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-- @param Dcs.DCSTypes#Distance ReturnThresholdRange If there is an enemy @{Client#CLIENT} within the ReturnThresholdRange given in meters, the AI will not return to the nearest @{Airbase#AIRBASE}.
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-- @param Core.Set#SET_AIRBASE ReturnAirbaseSet The SET of @{Set#SET_AIRBASE}s to evaluate where to return to.
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function AI_BALANCER:ReturnToNearestAirbases( ReturnTresholdRange, ReturnAirbaseSet )
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function AI_BALANCER:ReturnToNearestAirbases( ReturnThresholdRange, ReturnAirbaseSet )
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self.ToNearestAirbase = true
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self.ReturnTresholdRange = ReturnTresholdRange
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self.ReturnThresholdRange = ReturnThresholdRange
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self.ReturnAirbaseSet = ReturnAirbaseSet
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end
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--- Returns the AI to the home @{Airbase#AIRBASE}.
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-- @param #AI_BALANCER self
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-- @param Dcs.DCSTypes#Distance ReturnTresholdRange If there is an enemy @{Client#CLIENT} within the ReturnTresholdRange given in meters, the AI will not return to the nearest @{Airbase#AIRBASE}.
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function AI_BALANCER:ReturnToHomeAirbase( ReturnTresholdRange )
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-- @param Dcs.DCSTypes#Distance ReturnThresholdRange If there is an enemy @{Client#CLIENT} within the ReturnThresholdRange given in meters, the AI will not return to the nearest @{Airbase#AIRBASE}.
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function AI_BALANCER:ReturnToHomeAirbase( ReturnThresholdRange )
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self.ToHomeAirbase = true
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self.ReturnTresholdRange = ReturnTresholdRange
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self.ReturnThresholdRange = ReturnThresholdRange
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end
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--- @param #AI_BALANCER self
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@@ -246,12 +246,12 @@ function AI_BALANCER:onenterMonitoring( SetGroup )
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if self.ToNearestAirbase == false and self.ToHomeAirbase == false then
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self:Destroy( Client.UnitName, AIGroup )
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else
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-- We test if there is no other CLIENT within the self.ReturnTresholdRange of the first unit of the AI group.
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-- We test if there is no other CLIENT within the self.ReturnThresholdRange of the first unit of the AI group.
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-- If there is a CLIENT, the AI stays engaged and will not return.
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-- If there is no CLIENT within the self.ReturnTresholdRange, then the unit will return to the Airbase return method selected.
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-- If there is no CLIENT within the self.ReturnThresholdRange, then the unit will return to the Airbase return method selected.
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local PlayerInRange = { Value = false }
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local RangeZone = ZONE_RADIUS:New( 'RangeZone', AIGroup:GetVec2(), self.ReturnTresholdRange )
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local RangeZone = ZONE_RADIUS:New( 'RangeZone', AIGroup:GetVec2(), self.ReturnThresholdRange )
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self:T2( RangeZone )
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