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https://github.com/FlightControl-Master/MOOSE.git
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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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@@ -591,13 +591,13 @@ end
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-- When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_PATROL_ZONE.
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-- Once the time is finished, the old AI will return to the base.
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-- @param #AI_PATROL_ZONE self
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-- @param #number PatrolFuelTresholdPercentage The treshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.
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-- @param #number PatrolFuelThresholdPercentage The treshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.
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-- @param #number PatrolOutOfFuelOrbitTime The amount of seconds the out of fuel AIControllable will orbit before returning to the base.
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-- @return #AI_PATROL_ZONE self
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function AI_PATROL_ZONE:ManageFuel( PatrolFuelTresholdPercentage, PatrolOutOfFuelOrbitTime )
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function AI_PATROL_ZONE:ManageFuel( PatrolFuelThresholdPercentage, PatrolOutOfFuelOrbitTime )
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self.PatrolManageFuel = true
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self.PatrolFuelTresholdPercentage = PatrolFuelTresholdPercentage
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self.PatrolFuelThresholdPercentage = PatrolFuelThresholdPercentage
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self.PatrolOutOfFuelOrbitTime = PatrolOutOfFuelOrbitTime
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return self
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@@ -610,12 +610,12 @@ end
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-- Note that for groups, the average damage of the complete group will be calculated.
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-- So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold will be 0.25.
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-- @param #AI_PATROL_ZONE self
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-- @param #number PatrolDamageTreshold The treshold in percentage (between 0 and 1) when the AI is considered to be damaged.
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-- @param #number PatrolDamageThreshold The treshold in percentage (between 0 and 1) when the AI is considered to be damaged.
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-- @return #AI_PATROL_ZONE self
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function AI_PATROL_ZONE:ManageDamage( PatrolDamageTreshold )
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function AI_PATROL_ZONE:ManageDamage( PatrolDamageThreshold )
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self.PatrolManageDamage = true
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self.PatrolDamageTreshold = PatrolDamageTreshold
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self.PatrolDamageThreshold = PatrolDamageThreshold
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return self
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end
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@@ -831,7 +831,7 @@ function AI_PATROL_ZONE:onafterStatus()
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local RTB = false
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local Fuel = self.Controllable:GetUnit(1):GetFuel()
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if Fuel < self.PatrolFuelTresholdPercentage then
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if Fuel < self.PatrolFuelThresholdPercentage then
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self:E( self.Controllable:GetName() .. " is out of fuel:" .. Fuel .. ", RTB!" )
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local OldAIControllable = self.Controllable
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local AIControllableTemplate = self.Controllable:GetTemplate()
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@@ -846,7 +846,7 @@ function AI_PATROL_ZONE:onafterStatus()
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-- TODO: Check GROUP damage function.
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local Damage = self.Controllable:GetLife()
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if Damage <= self.PatrolDamageTreshold then
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if Damage <= self.PatrolDamageThreshold then
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self:E( self.Controllable:GetName() .. " is damaged:" .. Damage .. ", RTB!" )
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RTB = true
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end
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