Revised documentation for AI_BALANCER

-- Added new SPAWN test missions.
-- Added new AI_BALANCER test missions.
-- Revised the MOOSE launch page.
This commit is contained in:
FlightControl
2017-01-10 12:56:03 +01:00
parent 899d076399
commit 9258beffc8
114 changed files with 331 additions and 84 deletions

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-- 3. If two players join the red slots, no AI plane should be spawned, and all airborne AI planes should return to the nearest home base.
-- 4. Spawned AI should take-off from the airbase, and start patrolling the area around Anapa.
-- 5. When the AI is out-of-fuel, it should report it is returning to the home base, and land at Anapa.
--
-- # Status: DEVELOP 07 Dec 2016
--
-- @module TEST.AI_BALANCER.T002
-- Define the SET of CLIENTs from the red coalition. This SET is filled during startup.
local RU_PlanesClientSet = SET_CLIENT:New():FilterCountries( "RUSSIA" ):FilterCategories( "plane" )

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-- Name: AIB-006 - Declutter AI at Airbases
-- Author: FlightControl
-- Date Created: 10 Jan 2016
--
-- # Situation:
--
-- For the red coalition, 2 client slots are foreseen.
-- For those players that have not joined the mission, red AI is spawned.
-- The red AI should start patrolling an area until fuel is empty and return to the home base.
-- For each AI being spawned, ensure that they fly to a random zone defined within the mission editor.
-- Right now there are two patrol zones defined, so the AI should start patrolliing in one of these zones.
--
-- # Test cases:
--
-- 1. If no player is logging into the red slots, 2 red AI planes should be alive.
-- 2. If a player joins one red slot, one red AI plane should return to the nearest home base.
-- 3. If two players join the red slots, no AI plane should be spawned, and all airborne AI planes should return to the nearest home base.
-- 4. Spawned AI should take-off from the airbase, and start patrolling the area around Anapa.
-- 5. When the AI is out-of-fuel, it should report it is returning to the home base, and land at Anapa.
-- 6. Ensure that you see the AI patrol in one of the two zones ...
-- Define the SET of CLIENTs from the red coalition. This SET is filled during startup.
local RU_PlanesClientSet = SET_CLIENT:New():FilterCountries( "RUSSIA" ):FilterCategories( "plane" )
-- Define the SPAWN object for the red AI plane template.
-- We use InitCleanUp to check every 20 seconds, if there are no planes blocked at the airbase, waithing for take-off.
-- If a blocked plane exists, this red plane will be ReSpawned.
local RU_PlanesSpawn = SPAWN:New( "AI RU" )
-- Start the AI_BALANCER, using the SET of red CLIENTs, and the SPAWN object as a parameter.
local RU_AI_Balancer = AI_BALANCER:New( RU_PlanesClientSet, RU_PlanesSpawn )
-- Create the first polygon zone ...
local PatrolZoneGroup1 = GROUP:FindByName( "PatrolZone1" )
local PatrolZone1 = ZONE_POLYGON:New( "PatrolZone1", PatrolZoneGroup1 )
-- Create the second polygon zone ...
local PatrolZoneGroup2 = GROUP:FindByName( "PatrolZone2" )
local PatrolZone2 = ZONE_POLYGON:New( "PatrolZone2", PatrolZoneGroup2 )
-- Now, create an array of these zones ...
local PatrolZoneArray = { PatrolZone1, PatrolZone2 }
function RU_AI_Balancer:OnAfterSpawned( SetGroup, From, Event, To, AIGroup )
local Patrol = AI_PATROLZONE:New( PatrolZoneArray[math.random( 1, 2 )], 3000, 6000, 400, 600 )
Patrol:ManageFuel( 0.2, 60 )
Patrol:SetControllable( AIGroup )
Patrol:__Start( 5 )
end

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-- Name: AIB-005 - Patrol AI and Randomize Zones
-- Author: FlightControl
-- Date Created: 10 Jan 2016
--
-- # Situation:
--
-- For the red coalition, 2 client slots are foreseen.
-- For those players that have not joined the mission, red AI is spawned.
-- You'll notice a lot of AI is being spawned, as there are a lot of slots...
-- If the SPAWN API :InitCleanUp( secs ) is NOT used, you'll notice that the planes block each other on the runway.
-- After a short period of time, nothing will move anymore...
-- The :InitCleanUp( seconds ) API of the SPAWN class ensure that any AI that is parked longer than the
-- specified amount of seconds, is respawned back at the parking position.
-- This frees up the other planes departing, and the airbase is in this way decluttered...
--
-- # Test cases:
--
-- 1. Observe the de-cluttering of planes at Krymsk.
-- 2. Play with the InitCleanUp API of the SPAWN class, extende the amount of seconds to find the optimal setting.
-- Define the SET of CLIENTs from the red coalition. This SET is filled during startup.
local RU_PlanesClientSet = SET_CLIENT:New():FilterCountries( "RUSSIA" ):FilterCategories( "plane" )
-- Define the SPAWN object for the red AI plane template.
-- We use InitCleanUp to check every 20 seconds, if there are no planes blocked at the airbase, waithing for take-off.
-- If a blocked plane exists, this red plane will be ReSpawned.
local RU_PlanesSpawn = SPAWN:New( "AI RU" ):InitCleanUp( 20 )
-- Start the AI_BALANCER, using the SET of red CLIENTs, and the SPAWN object as a parameter.
local RU_AI_Balancer = AI_BALANCER:New( RU_PlanesClientSet, RU_PlanesSpawn )
-- Create the first polygon zone ...
local PatrolZoneGroup1 = GROUP:FindByName( "PatrolZone1" )
local PatrolZone1 = ZONE_POLYGON:New( "PatrolZone1", PatrolZoneGroup1 )
function RU_AI_Balancer:OnAfterSpawned( SetGroup, From, Event, To, AIGroup )
local Patrol = AI_PATROLZONE:New( PatrolZone1, 3000, 6000, 400, 600 )
Patrol:ManageFuel( 0.2, 60 )
Patrol:SetControllable( AIGroup )
Patrol:__Start( 5 )
end

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-- Name: SPA-011 - Ground Ops - Simple Spawning
-- Author: FlightControl
-- Date Created: 10 Jan 2017
--
-- # Situation:
--
-- At Gudauta spawn a ground vehicle.
--
-- # Test cases:
--
-- 1. Observe that the ground vehicle is spawned.
-- Tests Gudauta
-- -------------
-- Spawn a gound vehicle...
Spawn_Vehicle_1 = SPAWN:New( "Spawn Vehicle 1" )
Spawn_Group_1 = Spawn_Vehicle_1:Spawn()

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-- Name: SPA-012 - Ground Ops - Multiple Spawns
-- Author: FlightControl
-- Date Created: 10 Jan 2017
--
-- # Situation:
--
-- At Gudauta spawn multiple ground vehicles.
--
-- # Test cases:
--
-- 1. Observe that the ground vehicles are spawned at the position declared within the mission editor.
-- Tests Gudauta
-- -------------
-- Spawn a gound vehicle...
Spawn_Vehicle_1 = SPAWN:New( "Spawn Vehicle 1" )
Spawn_Group_1 = Spawn_Vehicle_1:Spawn()
Spawn_Group_2 = Spawn_Vehicle_1:Spawn()
Spawn_Group_3 = Spawn_Vehicle_1:Spawn()
Spawn_Group_4 = Spawn_Vehicle_1:Spawn()
Spawn_Group_5 = Spawn_Vehicle_1:Spawn()

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-- Name: SPA-013 - Ground Ops - Scheduled Spawns
-- Author: FlightControl
-- Date Created: 10 Jan 2017
--
-- # Situation:
--
-- At Gudauta spawn multiple ground vehicles, in a scheduled fashion.
--
-- # Test cases:
--
-- 1. Observe that the ground vehicles are spawned at the position declared within the mission editor.
-- 2. The vehicles should spawn according the scheduler parameters.
-- Tests Gudauta
-- -------------
Spawn_Vehicle_1 = SPAWN:New( "Spawn Vehicle 1" ):SpawnScheduled( 10, 0.5 )

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-- Name: SPA-014 - Ground Ops - Scheduled Spawns Limited
-- Author: FlightControl
-- Date Created: 10 Jan 2017
--
-- # Situation:
--
-- At Gudauta spawn multiple ground vehicles, in a scheduled fashion.
--
-- # Test cases:
--
-- 1. Observe that the ground vehicles are spawned at the position declared within the mission editor.
-- 2. The vehicles should spawn according the scheduler parameters.
-- 3. There should not be more than 5 groups spawned.
-- Tests Gudauta
-- -------------
Spawn_Vehicle_1 = SPAWN:New( "Spawn Vehicle 1" ):InitLimit( 5, 10 ):SpawnScheduled( 5, .5 )

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-- Name: SPA-015 - Ground Ops - Randomize Route
-- Author: FlightControl
-- Date Created: 10 Jan 2017
--
-- # Situation:
--
-- At Gudauta spawn multiple ground vehicles, in a scheduled fashion.
--
-- # Test cases:
--
-- 1. Observe that the ground vehicles are spawned at the position declared within the mission editor.
-- 2. The vehicles should spawn according the scheduler parameters.
-- 3. There should not be more than 5 groups spawned.
-- 4. Observe that the route that the vehicles follow is randomized starting from point 1 till point 3.
-- Tests Gudauta
-- -------------
Spawn_Vehicle_1 = SPAWN:New( "Spawn Vehicle 1" )
:InitLimit( 10, 10 )
:InitRandomizeRoute( 1, 1, 200 ) -- Randomize route starting from point 1 till point 3, with a radius of 200 meters around each point.
:SpawnScheduled( 5, .5 )

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-- Name: SPA-016 - Ground Ops - Randomize Zones
-- Author: FlightControl
-- Date Created: 10 Jan 2017
--
-- # Situation:
--
-- At Gudauta spawn multiple ground vehicles, in a scheduled fashion.
--
-- # Test cases:
--
-- 1. Observe that the ground vehicles are spawned at the position declared within the mission editor.
-- 2. The vehicles should spawn according the scheduler parameters.
-- 3. There should not be more than 5 groups spawned.
-- 4. Observe that the route that the vehicles follow is randomized starting from point 1 till point 3.
-- 5. Observe that the position where the units are spawned, is randomized according the zones.
-- Tests Gudauta
-- -------------
-- Create a zone table of the 2 zones.
ZoneTable = { ZONE:New( "Zone1" ), ZONE:New( "Zone2" ) }
Spawn_Vehicle_1 = SPAWN:New( "Spawn Vehicle 1" )
:InitLimit( 10, 10 )
:InitRandomizeRoute( 1, 1, 200 )
:InitRandomizeZones( ZoneTable )
:SpawnScheduled( 5, .5 )