mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2025-10-29 16:58:06 +00:00
Fixed a bug in TaskFollow and TaskEscort
- In TaskFollow method, controllerId was renamed back to groupId. Did this in all required functions in the Controllable.lua where this mistake was made during renaming. - In TaskFollow method, fixed the lastWptIndexFlag bug, which needs to be set to false if lastWptIndex is not given. Did this fix also in TaskEscort method. - Made an additional test mission to demonstrate the TaskFollow API.
This commit is contained in:
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@ -224,6 +224,7 @@ function CONTROLLABLE:SetTask( DCSTask, WaitTime )
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if DCSControllable then
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local Controller = self:_GetController()
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self:E(Controller)
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-- When a controllable SPAWNs, it takes about a second to get the controllable in the simulator. Setting tasks to unspawned controllables provides unexpected results.
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-- Therefore we schedule the functions to set the mission and options for the Controllable.
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@ -418,7 +419,7 @@ function CONTROLLABLE:TaskAttackGroup( AttackGroup, WeaponType, WeaponExpend, At
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-- AttackControllable = {
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-- id = 'AttackControllable',
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-- params = {
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-- controllableId = Controllable.ID,
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-- groupId = Group.ID,
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-- weaponType = number,
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-- expend = enum AI.Task.WeaponExpend,
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-- attackQty = number,
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@ -443,7 +444,7 @@ function CONTROLLABLE:TaskAttackGroup( AttackGroup, WeaponType, WeaponExpend, At
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local DCSTask
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DCSTask = { id = 'AttackControllable',
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params = {
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controllableId = AttackGroup:GetID(),
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groupId = AttackGroup:GetID(),
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weaponType = WeaponType,
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expend = WeaponExpend,
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attackQty = AttackQty,
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@ -802,27 +803,28 @@ function CONTROLLABLE:TaskFollow( FollowControllable, Vec3, LastWaypointIndex )
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-- Follow = {
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-- id = 'Follow',
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-- params = {
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-- controllableId = Controllable.ID,
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-- groupId = Group.ID,
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-- pos = Vec3,
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-- lastWptIndexFlag = boolean,
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-- lastWptIndex = number
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-- }
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-- }
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local LastWaypointIndexFlag = nil
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local LastWaypointIndexFlag = false
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if LastWaypointIndex then
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LastWaypointIndexFlag = true
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end
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local DCSTask
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DCSTask = { id = 'Follow',
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DCSTask = {
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id = 'Follow',
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params = {
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controllableId = FollowControllable:GetID(),
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groupId = FollowControllable:GetID(),
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pos = Vec3,
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lastWptIndexFlag = LastWaypointIndexFlag,
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lastWptIndex = LastWaypointIndex,
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},
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},
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lastWptIndex = LastWaypointIndex
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}
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}
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self:T3( { DCSTask } )
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return DCSTask
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@ -845,7 +847,7 @@ function CONTROLLABLE:TaskEscort( FollowControllable, Vec3, LastWaypointIndex, E
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-- Escort = {
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-- id = 'Escort',
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-- params = {
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-- controllableId = Controllable.ID,
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-- groupId = Group.ID,
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-- pos = Vec3,
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-- lastWptIndexFlag = boolean,
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-- lastWptIndex = number,
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@ -854,15 +856,15 @@ function CONTROLLABLE:TaskEscort( FollowControllable, Vec3, LastWaypointIndex, E
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-- }
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-- }
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local LastWaypointIndexFlag = nil
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local LastWaypointIndexFlag = false
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if LastWaypointIndex then
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LastWaypointIndexFlag = true
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end
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local DCSTask
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DCSTask = { id = 'Follow',
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DCSTask = { id = 'Escort',
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params = {
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controllableId = FollowControllable:GetID(),
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groupId = FollowControllable:GetID(),
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pos = Vec3,
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lastWptIndexFlag = LastWaypointIndexFlag,
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lastWptIndex = LastWaypointIndex,
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@ -946,7 +948,7 @@ function CONTROLLABLE:TaskFAC_AttackGroup( AttackGroup, WeaponType, Designation,
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-- FAC_AttackControllable = {
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-- id = 'FAC_AttackControllable',
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-- params = {
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-- controllableId = Controllable.ID,
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-- groupId = Group.ID,
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-- weaponType = number,
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-- designation = enum AI.Task.Designation,
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-- datalink = boolean
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@ -956,7 +958,7 @@ function CONTROLLABLE:TaskFAC_AttackGroup( AttackGroup, WeaponType, Designation,
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local DCSTask
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DCSTask = { id = 'FAC_AttackControllable',
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params = {
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controllableId = AttackGroup:GetID(),
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groupId = AttackGroup:GetID(),
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weaponType = WeaponType,
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designation = Designation,
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datalink = Datalink,
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@ -1054,7 +1056,7 @@ function CONTROLLABLE:EnRouteTaskEngageGroup( AttackGroup, Priority, WeaponType,
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-- EngageControllable = {
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-- id = 'EngageControllable ',
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-- params = {
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-- controllableId = Controllable.ID,
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-- groupId = Group.ID,
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-- weaponType = number,
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-- expend = enum AI.Task.WeaponExpend,
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-- attackQty = number,
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@ -1080,7 +1082,7 @@ function CONTROLLABLE:EnRouteTaskEngageGroup( AttackGroup, Priority, WeaponType,
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local DCSTask
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DCSTask = { id = 'EngageControllable',
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params = {
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controllableId = AttackGroup:GetID(),
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groupId = AttackGroup:GetID(),
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weaponType = WeaponType,
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expend = WeaponExpend,
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attackQty = AttackQty,
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@ -1235,7 +1237,7 @@ function CONTROLLABLE:EnRouteTaskFAC_EngageGroup( AttackGroup, Priority, WeaponT
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-- FAC_EngageControllable = {
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-- id = 'FAC_EngageControllable',
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-- params = {
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-- controllableId = Controllable.ID,
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-- groupId = Group.ID,
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-- weaponType = number,
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-- designation = enum AI.Task.Designation,
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-- datalink = boolean,
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@ -1246,7 +1248,7 @@ function CONTROLLABLE:EnRouteTaskFAC_EngageGroup( AttackGroup, Priority, WeaponT
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local DCSTask
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DCSTask = { id = 'FAC_EngageControllable',
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params = {
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controllableId = AttackGroup:GetID(),
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groupId = AttackGroup:GetID(),
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weaponType = WeaponType,
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designation = Designation,
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datalink = Datalink,
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@ -1,5 +1,5 @@
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env.info( '*** MOOSE STATIC INCLUDE START *** ' )
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env.info( 'Moose Generation Timestamp: 20160812_0800' )
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env.info( 'Moose Generation Timestamp: 20161205_1227' )
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local base = _G
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Include = {}
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@ -4216,6 +4216,7 @@ function CONTROLLABLE:SetTask( DCSTask, WaitTime )
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if DCSControllable then
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local Controller = self:_GetController()
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self:E(Controller)
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-- When a controllable SPAWNs, it takes about a second to get the controllable in the simulator. Setting tasks to unspawned controllables provides unexpected results.
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-- Therefore we schedule the functions to set the mission and options for the Controllable.
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@ -4410,7 +4411,7 @@ function CONTROLLABLE:TaskAttackGroup( AttackGroup, WeaponType, WeaponExpend, At
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-- AttackControllable = {
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-- id = 'AttackControllable',
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-- params = {
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-- controllableId = Controllable.ID,
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-- groupId = Group.ID,
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-- weaponType = number,
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-- expend = enum AI.Task.WeaponExpend,
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-- attackQty = number,
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@ -4435,7 +4436,7 @@ function CONTROLLABLE:TaskAttackGroup( AttackGroup, WeaponType, WeaponExpend, At
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local DCSTask
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DCSTask = { id = 'AttackControllable',
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params = {
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controllableId = AttackGroup:GetID(),
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groupId = AttackGroup:GetID(),
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weaponType = WeaponType,
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expend = WeaponExpend,
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attackQty = AttackQty,
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@ -4794,27 +4795,28 @@ function CONTROLLABLE:TaskFollow( FollowControllable, Vec3, LastWaypointIndex )
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-- Follow = {
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-- id = 'Follow',
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-- params = {
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-- controllableId = Controllable.ID,
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-- groupId = Group.ID,
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-- pos = Vec3,
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-- lastWptIndexFlag = boolean,
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-- lastWptIndex = number
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-- }
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-- }
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local LastWaypointIndexFlag = nil
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local LastWaypointIndexFlag = false
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if LastWaypointIndex then
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LastWaypointIndexFlag = true
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end
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local DCSTask
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DCSTask = { id = 'Follow',
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DCSTask = {
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id = 'Follow',
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params = {
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controllableId = FollowControllable:GetID(),
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groupId = FollowControllable:GetID(),
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pos = Vec3,
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lastWptIndexFlag = LastWaypointIndexFlag,
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lastWptIndex = LastWaypointIndex,
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},
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},
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lastWptIndex = LastWaypointIndex
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}
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}
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self:T3( { DCSTask } )
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return DCSTask
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@ -4837,7 +4839,7 @@ function CONTROLLABLE:TaskEscort( FollowControllable, Vec3, LastWaypointIndex, E
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-- Escort = {
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-- id = 'Escort',
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-- params = {
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-- controllableId = Controllable.ID,
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-- groupId = Group.ID,
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-- pos = Vec3,
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-- lastWptIndexFlag = boolean,
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-- lastWptIndex = number,
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@ -4846,15 +4848,15 @@ function CONTROLLABLE:TaskEscort( FollowControllable, Vec3, LastWaypointIndex, E
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-- }
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-- }
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local LastWaypointIndexFlag = nil
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local LastWaypointIndexFlag = false
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if LastWaypointIndex then
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LastWaypointIndexFlag = true
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end
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local DCSTask
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DCSTask = { id = 'Follow',
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DCSTask = { id = 'Escort',
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params = {
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controllableId = FollowControllable:GetID(),
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groupId = FollowControllable:GetID(),
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pos = Vec3,
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lastWptIndexFlag = LastWaypointIndexFlag,
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lastWptIndex = LastWaypointIndex,
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@ -4938,7 +4940,7 @@ function CONTROLLABLE:TaskFAC_AttackGroup( AttackGroup, WeaponType, Designation,
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-- FAC_AttackControllable = {
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-- id = 'FAC_AttackControllable',
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-- params = {
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-- controllableId = Controllable.ID,
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-- groupId = Group.ID,
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-- weaponType = number,
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-- designation = enum AI.Task.Designation,
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-- datalink = boolean
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@ -4948,7 +4950,7 @@ function CONTROLLABLE:TaskFAC_AttackGroup( AttackGroup, WeaponType, Designation,
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local DCSTask
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DCSTask = { id = 'FAC_AttackControllable',
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params = {
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controllableId = AttackGroup:GetID(),
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groupId = AttackGroup:GetID(),
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weaponType = WeaponType,
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designation = Designation,
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datalink = Datalink,
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@ -5046,7 +5048,7 @@ function CONTROLLABLE:EnRouteTaskEngageGroup( AttackGroup, Priority, WeaponType,
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-- EngageControllable = {
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-- id = 'EngageControllable ',
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-- params = {
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-- controllableId = Controllable.ID,
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-- groupId = Group.ID,
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-- weaponType = number,
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-- expend = enum AI.Task.WeaponExpend,
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-- attackQty = number,
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@ -5072,7 +5074,7 @@ function CONTROLLABLE:EnRouteTaskEngageGroup( AttackGroup, Priority, WeaponType,
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local DCSTask
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DCSTask = { id = 'EngageControllable',
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params = {
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controllableId = AttackGroup:GetID(),
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groupId = AttackGroup:GetID(),
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weaponType = WeaponType,
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expend = WeaponExpend,
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attackQty = AttackQty,
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@ -5227,7 +5229,7 @@ function CONTROLLABLE:EnRouteTaskFAC_EngageGroup( AttackGroup, Priority, WeaponT
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-- FAC_EngageControllable = {
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-- id = 'FAC_EngageControllable',
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-- params = {
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-- controllableId = Controllable.ID,
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-- groupId = Group.ID,
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-- weaponType = number,
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-- designation = enum AI.Task.Designation,
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-- datalink = boolean,
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@ -5238,7 +5240,7 @@ function CONTROLLABLE:EnRouteTaskFAC_EngageGroup( AttackGroup, Priority, WeaponT
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local DCSTask
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DCSTask = { id = 'FAC_EngageControllable',
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params = {
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controllableId = AttackGroup:GetID(),
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groupId = AttackGroup:GetID(),
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weaponType = WeaponType,
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designation = Designation,
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datalink = Datalink,
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@ -1,5 +1,5 @@
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env.info( '*** MOOSE STATIC INCLUDE START *** ' )
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env.info( 'Moose Generation Timestamp: 20160812_0800' )
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env.info( 'Moose Generation Timestamp: 20161205_1227' )
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local base = _G
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Include = {}
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@ -4216,6 +4216,7 @@ function CONTROLLABLE:SetTask( DCSTask, WaitTime )
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if DCSControllable then
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local Controller = self:_GetController()
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self:E(Controller)
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-- When a controllable SPAWNs, it takes about a second to get the controllable in the simulator. Setting tasks to unspawned controllables provides unexpected results.
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-- Therefore we schedule the functions to set the mission and options for the Controllable.
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@ -4410,7 +4411,7 @@ function CONTROLLABLE:TaskAttackGroup( AttackGroup, WeaponType, WeaponExpend, At
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-- AttackControllable = {
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-- id = 'AttackControllable',
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-- params = {
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-- controllableId = Controllable.ID,
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-- groupId = Group.ID,
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-- weaponType = number,
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-- expend = enum AI.Task.WeaponExpend,
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-- attackQty = number,
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@ -4435,7 +4436,7 @@ function CONTROLLABLE:TaskAttackGroup( AttackGroup, WeaponType, WeaponExpend, At
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local DCSTask
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DCSTask = { id = 'AttackControllable',
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params = {
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controllableId = AttackGroup:GetID(),
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groupId = AttackGroup:GetID(),
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weaponType = WeaponType,
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expend = WeaponExpend,
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attackQty = AttackQty,
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@ -4794,27 +4795,28 @@ function CONTROLLABLE:TaskFollow( FollowControllable, Vec3, LastWaypointIndex )
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-- Follow = {
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-- id = 'Follow',
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-- params = {
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-- controllableId = Controllable.ID,
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-- groupId = Group.ID,
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-- pos = Vec3,
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-- lastWptIndexFlag = boolean,
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-- lastWptIndex = number
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-- }
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-- }
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local LastWaypointIndexFlag = nil
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local LastWaypointIndexFlag = false
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if LastWaypointIndex then
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LastWaypointIndexFlag = true
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end
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local DCSTask
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DCSTask = { id = 'Follow',
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DCSTask = {
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id = 'Follow',
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params = {
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controllableId = FollowControllable:GetID(),
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groupId = FollowControllable:GetID(),
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pos = Vec3,
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lastWptIndexFlag = LastWaypointIndexFlag,
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lastWptIndex = LastWaypointIndex,
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},
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},
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lastWptIndex = LastWaypointIndex
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}
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}
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self:T3( { DCSTask } )
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return DCSTask
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@ -4837,7 +4839,7 @@ function CONTROLLABLE:TaskEscort( FollowControllable, Vec3, LastWaypointIndex, E
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-- Escort = {
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-- id = 'Escort',
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-- params = {
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-- controllableId = Controllable.ID,
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-- groupId = Group.ID,
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-- pos = Vec3,
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-- lastWptIndexFlag = boolean,
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-- lastWptIndex = number,
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@ -4846,15 +4848,15 @@ function CONTROLLABLE:TaskEscort( FollowControllable, Vec3, LastWaypointIndex, E
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-- }
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-- }
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local LastWaypointIndexFlag = nil
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local LastWaypointIndexFlag = false
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if LastWaypointIndex then
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LastWaypointIndexFlag = true
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end
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local DCSTask
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DCSTask = { id = 'Follow',
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DCSTask = { id = 'Escort',
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params = {
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controllableId = FollowControllable:GetID(),
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groupId = FollowControllable:GetID(),
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pos = Vec3,
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lastWptIndexFlag = LastWaypointIndexFlag,
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lastWptIndex = LastWaypointIndex,
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@ -4938,7 +4940,7 @@ function CONTROLLABLE:TaskFAC_AttackGroup( AttackGroup, WeaponType, Designation,
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-- FAC_AttackControllable = {
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-- id = 'FAC_AttackControllable',
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-- params = {
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-- controllableId = Controllable.ID,
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-- groupId = Group.ID,
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-- weaponType = number,
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-- designation = enum AI.Task.Designation,
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-- datalink = boolean
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@ -4948,7 +4950,7 @@ function CONTROLLABLE:TaskFAC_AttackGroup( AttackGroup, WeaponType, Designation,
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local DCSTask
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DCSTask = { id = 'FAC_AttackControllable',
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params = {
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controllableId = AttackGroup:GetID(),
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groupId = AttackGroup:GetID(),
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weaponType = WeaponType,
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designation = Designation,
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datalink = Datalink,
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@ -5046,7 +5048,7 @@ function CONTROLLABLE:EnRouteTaskEngageGroup( AttackGroup, Priority, WeaponType,
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-- EngageControllable = {
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-- id = 'EngageControllable ',
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-- params = {
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-- controllableId = Controllable.ID,
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-- groupId = Group.ID,
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-- weaponType = number,
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-- expend = enum AI.Task.WeaponExpend,
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-- attackQty = number,
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@ -5072,7 +5074,7 @@ function CONTROLLABLE:EnRouteTaskEngageGroup( AttackGroup, Priority, WeaponType,
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local DCSTask
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DCSTask = { id = 'EngageControllable',
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params = {
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controllableId = AttackGroup:GetID(),
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groupId = AttackGroup:GetID(),
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weaponType = WeaponType,
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expend = WeaponExpend,
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attackQty = AttackQty,
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@ -5227,7 +5229,7 @@ function CONTROLLABLE:EnRouteTaskFAC_EngageGroup( AttackGroup, Priority, WeaponT
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-- FAC_EngageControllable = {
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-- id = 'FAC_EngageControllable',
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-- params = {
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-- controllableId = Controllable.ID,
|
||||
-- groupId = Group.ID,
|
||||
-- weaponType = number,
|
||||
-- designation = enum AI.Task.Designation,
|
||||
-- datalink = boolean,
|
||||
@ -5238,7 +5240,7 @@ function CONTROLLABLE:EnRouteTaskFAC_EngageGroup( AttackGroup, Priority, WeaponT
|
||||
local DCSTask
|
||||
DCSTask = { id = 'FAC_EngageControllable',
|
||||
params = {
|
||||
controllableId = AttackGroup:GetID(),
|
||||
groupId = AttackGroup:GetID(),
|
||||
weaponType = WeaponType,
|
||||
designation = Designation,
|
||||
datalink = Datalink,
|
||||
|
||||
@ -0,0 +1,24 @@
|
||||
|
||||
--Create Spawn Groups
|
||||
local SpawnPlane1 = SPAWN:New("Plane 1")
|
||||
local SpawnPlane2 = SPAWN:New("Plane 2")
|
||||
|
||||
--Spawn Groups into world
|
||||
local GroupPlane1 = SpawnPlane1:Spawn()
|
||||
--local GroupPlane1 = GROUP:FindByName( "Plane 1" )
|
||||
local GroupPlane2 = SpawnPlane2:Spawn()
|
||||
--local GroupPlane2 = GROUP:FindByName( "Plane 2" )
|
||||
|
||||
--Create Task for plane2 (follow groupPlane1 at Vec3 offset) (Note: I think I need to be using controllers here)
|
||||
--i.e. cntrlPlane1 = groupPlane1.getController(groupPlane1)
|
||||
|
||||
local PointVec3 = POINT_VEC3:New( 100, 0, -100 ) -- This is a Vec3 class.
|
||||
|
||||
local FollowDCSTask = GroupPlane2:TaskFollow( GroupPlane1, PointVec3:GetVec3() )
|
||||
|
||||
--Activate Task (Either PushTask/SetTask?)
|
||||
-- PushTask will push a task on the execution queue of the group.
|
||||
-- SetTask will delete all tasks from the current group queue, and executes this task.
|
||||
|
||||
GroupPlane2:SetTask( FollowDCSTask, 1 )
|
||||
|
||||
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Reference in New Issue
Block a user