From 1eda5af7df90a259600fcb50179579397f3ec0f8 Mon Sep 17 00:00:00 2001 From: FlightControl Date: Mon, 22 Oct 2018 07:06:24 +0200 Subject: [PATCH 1/4] Visible before start, uncontrolled planes. --- .../Moose/AI/AI_A2A_Dispatcher.lua | 55 +++++++++++++++++++ Moose Development/Moose/Core/Spawn.lua | 4 +- 2 files changed, 57 insertions(+), 2 deletions(-) diff --git a/Moose Development/Moose/AI/AI_A2A_Dispatcher.lua b/Moose Development/Moose/AI/AI_A2A_Dispatcher.lua index 8ba529d19..20e0f73be 100644 --- a/Moose Development/Moose/AI/AI_A2A_Dispatcher.lua +++ b/Moose Development/Moose/AI/AI_A2A_Dispatcher.lua @@ -1019,6 +1019,36 @@ do -- AI_A2A_DISPATCHER end + --- @param #AI_A2A_DISPATCHER self + function AI_A2A_DISPATCHER:onafterStart( From, Event, To ) + + self:GetParent( self ).onafterStart( self, From, Event, To ) + + -- Spawn the resources. + for SquadronName, DefenderSquadron in pairs( self.DefenderSquadrons ) do + DefenderSquadron.Resource = {} + for Resource = 1, DefenderSquadron.Resources do + local Spawn = DefenderSquadron.Spawn[ math.random( 1, #DefenderSquadron.Spawn ) ] -- Core.Spawn#SPAWN + local DefenderGrouping = DefenderSquadron.Grouping or self.DefenderDefault.Grouping + Spawn:InitGrouping( DefenderGrouping ) + local TakeoffMethod = self:GetSquadronTakeoff( SquadronName ) + local SpawnGroup + if DefenderSquadron.Uncontrolled then + SpawnGroup = Spawn:SpawnAtAirbase( DefenderSquadron.Airbase, SPAWN.Takeoff.Cold ) + end + end + end + for SquadronName, DefenderSquadron in pairs( self.DefenderSquadrons ) do + for SpawnId, SpawnData in pairs( DefenderSquadron.Spawn ) do + local Spawn = SpawnData -- Core.Spawn#SPAWN + Spawn.SpawnIndex = 0 + Spawn.SpawnCount = 0 -- The internal counter of the amount of spawning the has happened since SpawnStart. + Spawn.AliveUnits = 0 -- Contains the counter how many units are currently alive + end + end + end + + --- @param #AI_A2A_DISPATCHER self -- @param Core.Event#EVENTDATA EventData function AI_A2A_DISPATCHER:OnEventBaseCaptured( EventData ) @@ -1551,6 +1581,31 @@ do -- AI_A2A_DISPATCHER end + --- Set the Squadron visible before startup of the dispatcher. + -- All planes will be spawned as uncontrolled on the parking spot. + -- They will lock the parking spot. + -- @param #AI_A2A_DISPATCHER self + -- @param #string SquadronName The squadron name. + -- @return #AI_A2A_DISPATCHER + -- @usage + -- + -- -- Set the Squadron visible before startup of dispatcher. + -- A2ADispatcher:SetSquadronVisible( "Mineralnye" ) + -- + function AI_A2A_DISPATCHER:SetSquadronVisible( SquadronName ) + + self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {} + + local DefenderSquadron = self:GetSquadron( SquadronName ) + + DefenderSquadron.Uncontrolled = true + + for SpawnTemplate, DefenderSpawn in pairs( self.DefenderSpawns ) do + DefenderSpawn:InitUnControlled() + end + + end + --- Set a CAP for a Squadron. -- @param #AI_A2A_DISPATCHER self -- @param #string SquadronName The squadron name. diff --git a/Moose Development/Moose/Core/Spawn.lua b/Moose Development/Moose/Core/Spawn.lua index 11aaf062d..794c7c714 100644 --- a/Moose Development/Moose/Core/Spawn.lua +++ b/Moose Development/Moose/Core/Spawn.lua @@ -2005,10 +2005,10 @@ end function SPAWN:InitUnControlled( UnControlled ) self:F2( { self.SpawnTemplatePrefix, UnControlled } ) - self.SpawnUnControlled = UnControlled + self.SpawnUnControlled = UnControlled or true for SpawnGroupID = 1, self.SpawnMaxGroups do - self.SpawnGroups[SpawnGroupID].UnControlled = UnControlled + self.SpawnGroups[SpawnGroupID].UnControlled = self.SpawnUnControlled end return self From 52069cc1d0f0af408196f5ee17ed979a0cb58dea Mon Sep 17 00:00:00 2001 From: FlightControl Date: Wed, 24 Oct 2018 00:18:02 +0200 Subject: [PATCH 2/4] Respawning of existing visible resources at the airbases is working. --- .../Moose/AI/AI_A2A_Dispatcher.lua | 165 ++++++++++++------ 1 file changed, 107 insertions(+), 58 deletions(-) diff --git a/Moose Development/Moose/AI/AI_A2A_Dispatcher.lua b/Moose Development/Moose/AI/AI_A2A_Dispatcher.lua index 20e0f73be..35375476d 100644 --- a/Moose Development/Moose/AI/AI_A2A_Dispatcher.lua +++ b/Moose Development/Moose/AI/AI_A2A_Dispatcher.lua @@ -1013,6 +1013,8 @@ do -- AI_A2A_DISPATCHER self:SetTacticalDisplay( false ) + self.DefenderCAPIndex = 0 + self:__Start( 5 ) return self @@ -1027,23 +1029,22 @@ do -- AI_A2A_DISPATCHER -- Spawn the resources. for SquadronName, DefenderSquadron in pairs( self.DefenderSquadrons ) do DefenderSquadron.Resource = {} - for Resource = 1, DefenderSquadron.Resources do - local Spawn = DefenderSquadron.Spawn[ math.random( 1, #DefenderSquadron.Spawn ) ] -- Core.Spawn#SPAWN - local DefenderGrouping = DefenderSquadron.Grouping or self.DefenderDefault.Grouping - Spawn:InitGrouping( DefenderGrouping ) - local TakeoffMethod = self:GetSquadronTakeoff( SquadronName ) + for Resource = 1, DefenderSquadron.ResourceCount do + local TemplateID = math.random( 1, #DefenderSquadron.Spawn ) + local Spawn = DefenderSquadron.Spawn[ TemplateID ] -- Core.Spawn#SPAWN + Spawn:InitGrouping( 1 ) local SpawnGroup if DefenderSquadron.Uncontrolled then SpawnGroup = Spawn:SpawnAtAirbase( DefenderSquadron.Airbase, SPAWN.Takeoff.Cold ) + else + Spawn:InitLateActivated( true ) + SpawnGroup = Spawn:SpawnAtAirbase( DefenderSquadron.Airbase, SPAWN.Takeoff.Cold ) end - end - end - for SquadronName, DefenderSquadron in pairs( self.DefenderSquadrons ) do - for SpawnId, SpawnData in pairs( DefenderSquadron.Spawn ) do - local Spawn = SpawnData -- Core.Spawn#SPAWN - Spawn.SpawnIndex = 0 - Spawn.SpawnCount = 0 -- The internal counter of the amount of spawning the has happened since SpawnStart. - Spawn.AliveUnits = 0 -- Contains the counter how many units are currently alive + local GroupName = SpawnGroup:GetName() + DefenderSquadron.Resources = DefenderSquadron.Resources or {} + DefenderSquadron.Resources[TemplateID] = DefenderSquadron.Resources[TemplateID] or {} + DefenderSquadron.Resources[TemplateID][GroupName] = {} + DefenderSquadron.Resources[TemplateID][GroupName] = SpawnGroup end end end @@ -1060,7 +1061,7 @@ do -- AI_A2A_DISPATCHER -- Now search for all squadrons located at the airbase, and sanatize them. for SquadronName, Squadron in pairs( self.DefenderSquadrons ) do if Squadron.AirbaseName == AirbaseName then - Squadron.Resources = -999 -- The base has been captured, and the resources are eliminated. No more spawning. + Squadron.ResourceCount = -999 -- The base has been captured, and the resources are eliminated. No more spawning. Squadron.Captured = true self:I( "Squadron " .. SquadronName .. " captured." ) end @@ -1504,7 +1505,7 @@ do -- AI_A2A_DISPATCHER -- Just remember that your template (groups late activated) need to start with the prefix you have specified in your code. -- If you have only one prefix name for a squadron, you don't need to use the `{ }`, otherwise you need to use the brackets. -- - -- @param #number Resources (optional) A number that specifies how many resources are in stock of the squadron. If not specified, the squadron will have infinite resources available. + -- @param #number ResourceCount (optional) A number that specifies how many resources are in stock of the squadron. If not specified, the squadron will have infinite resources available. -- -- @usage -- -- Now Setup the A2A dispatcher, and initialize it using the Detection object. @@ -1527,13 +1528,13 @@ do -- AI_A2A_DISPATCHER -- -- @usage -- -- This is an example like the previous, but now with infinite resources. - -- -- The Resources parameter is not given in the SetSquadron method. + -- -- The ResourceCount parameter is not given in the SetSquadron method. -- A2ADispatcher:SetSquadron( "104th", "Batumi", "Mig-29" ) -- A2ADispatcher:SetSquadron( "23th", "Batumi", "Su-27" ) -- -- -- @return #AI_A2A_DISPATCHER - function AI_A2A_DISPATCHER:SetSquadron( SquadronName, AirbaseName, TemplatePrefixes, Resources ) + function AI_A2A_DISPATCHER:SetSquadron( SquadronName, AirbaseName, TemplatePrefixes, ResourceCount ) self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {} @@ -1558,11 +1559,11 @@ do -- AI_A2A_DISPATCHER DefenderSquadron.Spawn[#DefenderSquadron.Spawn+1] = self.DefenderSpawns[SpawnTemplate] end end - DefenderSquadron.Resources = Resources + DefenderSquadron.ResourceCount = ResourceCount DefenderSquadron.TemplatePrefixes = TemplatePrefixes DefenderSquadron.Captured = false -- Not captured. This flag will be set to true, when the airbase where the squadron is located, is captured. - self:F( { Squadron = {SquadronName, AirbaseName, TemplatePrefixes, Resources } } ) + self:F( { Squadron = {SquadronName, AirbaseName, TemplatePrefixes, ResourceCount } } ) return self end @@ -1754,7 +1755,7 @@ do -- AI_A2A_DISPATCHER if DefenderSquadron.Captured == false then -- We can only spawn new CAP if the base has not been captured. - if ( not DefenderSquadron.Resources ) or ( DefenderSquadron.Resources and DefenderSquadron.Resources > 0 ) then -- And, if there are sufficient resources. + if ( not DefenderSquadron.ResourceCount ) or ( DefenderSquadron.ResourceCount and DefenderSquadron.ResourceCount > 0 ) then -- And, if there are sufficient resources. local Cap = DefenderSquadron.Cap if Cap then @@ -1787,7 +1788,7 @@ do -- AI_A2A_DISPATCHER if DefenderSquadron.Captured == false then -- We can only spawn new CAP if the base has not been captured. - if ( not DefenderSquadron.Resources ) or ( DefenderSquadron.Resources and DefenderSquadron.Resources > 0 ) then -- And, if there are sufficient resources. + if ( not DefenderSquadron.ResourceCount ) or ( DefenderSquadron.ResourceCount and DefenderSquadron.ResourceCount > 0 ) then -- And, if there are sufficient resources. local Gci = DefenderSquadron.Gci if Gci then return DefenderSquadron @@ -2545,21 +2546,21 @@ do -- AI_A2A_DISPATCHER self.Defenders = self.Defenders or {} local DefenderName = Defender:GetName() self.Defenders[ DefenderName ] = Squadron - if Squadron.Resources then - Squadron.Resources = Squadron.Resources - Size + if Squadron.ResourceCount then + Squadron.ResourceCount = Squadron.ResourceCount - Size end - self:F( { DefenderName = DefenderName, SquadronResources = Squadron.Resources } ) + self:F( { DefenderName = DefenderName, SquadronResourceCount = Squadron.ResourceCount } ) end --- @param #AI_A2A_DISPATCHER self function AI_A2A_DISPATCHER:RemoveDefenderFromSquadron( Squadron, Defender ) self.Defenders = self.Defenders or {} local DefenderName = Defender:GetName() - if Squadron.Resources then - Squadron.Resources = Squadron.Resources + Defender:GetSize() + if Squadron.ResourceCount then + Squadron.ResourceCount = Squadron.ResourceCount + Defender:GetSize() end self.Defenders[ DefenderName ] = nil - self:F( { DefenderName = DefenderName, SquadronResources = Squadron.Resources } ) + self:F( { DefenderName = DefenderName, SquadronResourceCount = Squadron.ResourceCount } ) end function AI_A2A_DISPATCHER:GetSquadronFromDefender( Defender ) @@ -2701,7 +2702,61 @@ do -- AI_A2A_DISPATCHER return Friendlies end + + --- + -- @param #AI_A2A_DISPATCHER self + function AI_A2A_DISPATCHER:ResourceActivate( DefenderSquadron ) + local SquadronName = DefenderSquadron.Name + + -- Here we CAP the new planes. + -- The Resources table is filled in advance. + local TemplateID = math.random( 1, #DefenderSquadron.Spawn ) -- Choose the template. + + -- We determine the grouping based on the parameters set. + local DefenderGrouping = DefenderSquadron.Grouping or self.DefenderDefault.Grouping + self:F( { DefenderGrouping = DefenderGrouping } ) + --Spawn:InitGrouping( DefenderGrouping ) + + -- New we will form the group to spawn in. + -- We search for the first free resource matching the template. + local DefenderUnitIndex = 1 + local DefenderCAPTemplate = nil + local DefenderName = nil + for GroupName, DefenderGroup in pairs( DefenderSquadron.Resources[TemplateID] or {} ) do + self:F( { GroupName = GroupName } ) + local DefenderTemplate = _DATABASE:GetGroupTemplate( GroupName ) + if DefenderUnitIndex == 1 then + DefenderCAPTemplate = UTILS.DeepCopy( DefenderTemplate ) + self.DefenderCAPIndex = self.DefenderCAPIndex + 1 + DefenderCAPTemplate.name = SquadronName .. "#" .. self.DefenderCAPIndex .. "#" .. GroupName + DefenderName = DefenderCAPTemplate.name + else + -- Add the unit in the template to the DefenderCAPTemplate. + local DefenderUnitTemplate = DefenderTemplate.units[1] + DefenderCAPTemplate.units[DefenderUnitIndex] = DefenderUnitTemplate + end + DefenderUnitIndex = DefenderUnitIndex + 1 + DefenderSquadron.Resources[TemplateID][GroupName] = nil + if DefenderUnitIndex > DefenderGrouping then + break + end + + end + + local TakeoffMethod = self:GetSquadronTakeoff( SquadronName ) + local SpawnGroup = GROUP:Register( DefenderName ) + DefenderCAPTemplate.lateActivation = nil + DefenderCAPTemplate.uncontrolled = nil + local Takeoff = self:GetSquadronTakeoff( SquadronName ) + DefenderCAPTemplate.route.points[1].type = GROUPTEMPLATE.Takeoff[Takeoff][1] -- type + DefenderCAPTemplate.route.points[1].action = GROUPTEMPLATE.Takeoff[Takeoff][2] -- action + local Defender = _DATABASE:Spawn( DefenderCAPTemplate ) + + self:AddDefenderToSquadron( DefenderSquadron, Defender, DefenderGrouping ) + + return Defender, DefenderGrouping + end --- -- @param #AI_A2A_DISPATCHER self @@ -2718,15 +2773,9 @@ do -- AI_A2A_DISPATCHER local Cap = DefenderSquadron.Cap if Cap then - - local Spawn = DefenderSquadron.Spawn[ math.random( 1, #DefenderSquadron.Spawn ) ] -- Core.Spawn#SPAWN - local DefenderGrouping = DefenderSquadron.Grouping or self.DefenderDefault.Grouping - Spawn:InitGrouping( DefenderGrouping ) - local TakeoffMethod = self:GetSquadronTakeoff( SquadronName ) - local DefenderCAP = Spawn:SpawnAtAirbase( DefenderSquadron.Airbase, TakeoffMethod, DefenderSquadron.TakeoffAltitude or self.DefenderDefault.TakeoffAltitude ) - self:AddDefenderToSquadron( DefenderSquadron, DefenderCAP, DefenderGrouping ) - + local DefenderCAP, DefenderGrouping = self:ResourceActivate( DefenderSquadron ) + if DefenderCAP then local Fsm = AI_A2A_CAP:New( DefenderCAP, Cap.Zone, Cap.FloorAltitude, Cap.CeilingAltitude, Cap.PatrolMinSpeed, Cap.PatrolMaxSpeed, Cap.EngageMinSpeed, Cap.EngageMaxSpeed, Cap.AltType ) @@ -2741,7 +2790,7 @@ do -- AI_A2A_DISPATCHER self:SetDefenderTask( SquadronName, DefenderCAP, "CAP", Fsm ) function Fsm:onafterTakeoff( Defender, From, Event, To ) - self:F({"GCI Birth", Defender:GetName()}) + self:F({"CAP Birth", Defender:GetName()}) --self:GetParent(self).onafterBirth( self, Defender, From, Event, To ) local Dispatcher = Fsm:GetDispatcher() -- #AI_A2A_DISPATCHER @@ -2883,31 +2932,31 @@ do -- AI_A2A_DISPATCHER self:F( { Grouping = DefenderGrouping, SquadronGrouping = DefenderSquadron.Grouping, DefaultGrouping = self.DefenderDefault.Grouping } ) self:F( { DefendersCount = DefenderCount, DefendersNeeded = DefendersNeeded } ) - -- DefenderSquadron.Resources can have the value nil, which expresses unlimited resources. - -- DefendersNeeded cannot exceed DefenderSquadron.Resources! - if DefenderSquadron.Resources and DefendersNeeded > DefenderSquadron.Resources then - DefendersNeeded = DefenderSquadron.Resources + -- DefenderSquadron.ResourceCount can have the value nil, which expresses unlimited resources. + -- DefendersNeeded cannot exceed DefenderSquadron.ResourceCount! + if DefenderSquadron.ResourceCount and DefendersNeeded > DefenderSquadron.ResourceCount then + DefendersNeeded = DefenderSquadron.ResourceCount BreakLoop = true end while ( DefendersNeeded > 0 ) do - local Spawn = DefenderSquadron.Spawn[ math.random( 1, #DefenderSquadron.Spawn ) ] -- Core.Spawn#SPAWN - local DefenderGrouping = ( DefenderGrouping < DefendersNeeded ) and DefenderGrouping or DefendersNeeded - if DefenderGrouping then - Spawn:InitGrouping( DefenderGrouping ) - else - Spawn:InitGrouping() - end + local DefenderGCI, DefenderGrouping = self:ResourceActivate( DefenderSquadron ) - local TakeoffMethod = self:GetSquadronTakeoff( ClosestDefenderSquadronName ) - local DefenderGCI = Spawn:SpawnAtAirbase( DefenderSquadron.Airbase, TakeoffMethod, DefenderSquadron.TakeoffAltitude or self.DefenderDefault.TakeoffAltitude ) -- Wrapper.Group#GROUP - self:F( { GCIDefender = DefenderGCI:GetName() } ) +-- local Spawn = DefenderSquadron.Spawn[ math.random( 1, #DefenderSquadron.Spawn ) ] -- Core.Spawn#SPAWN +-- local DefenderGrouping = ( DefenderGrouping < DefendersNeeded ) and DefenderGrouping or DefendersNeeded +-- if DefenderGrouping then +-- Spawn:InitGrouping( DefenderGrouping ) +-- else +-- Spawn:InitGrouping() +-- end +-- +-- local TakeoffMethod = self:GetSquadronTakeoff( ClosestDefenderSquadronName ) +-- local DefenderGCI = Spawn:SpawnAtAirbase( DefenderSquadron.Airbase, TakeoffMethod, DefenderSquadron.TakeoffAltitude or self.DefenderDefault.TakeoffAltitude ) -- Wrapper.Group#GROUP +-- self:F( { GCIDefender = DefenderGCI:GetName() } ) DefendersNeeded = DefendersNeeded - DefenderGrouping - self:AddDefenderToSquadron( DefenderSquadron, DefenderGCI, DefenderGrouping ) - if DefenderGCI then DefenderCount = DefenderCount - DefenderGrouping / DefenderOverhead @@ -3555,7 +3604,7 @@ do -- For airplanes, 6000 (6km) is recommended, and is also the default value of this parameter. -- @param #number EngageRadius The radius in meters wherein detected airplanes will be engaged by airborne defenders without a task. -- @param #number GciRadius The radius in meters wherein detected airplanes will GCI. - -- @param #number Resources The amount of resources that will be allocated to each squadron. + -- @param #number ResourceCount The amount of resources that will be allocated to each squadron. -- @return #AI_A2A_GCICAP -- @usage -- @@ -3630,7 +3679,7 @@ do -- -- A2ADispatcher = AI_A2A_GCICAP:New( { "DF CCCP" }, { "SQ CCCP" }, nil, nil, nil, nil, nil, 30 ) -- - function AI_A2A_GCICAP:New( EWRPrefixes, TemplatePrefixes, CapPrefixes, CapLimit, GroupingRadius, EngageRadius, GciRadius, Resources ) + function AI_A2A_GCICAP:New( EWRPrefixes, TemplatePrefixes, CapPrefixes, CapLimit, GroupingRadius, EngageRadius, GciRadius, ResourceCount ) local EWRSetGroup = SET_GROUP:New() EWRSetGroup:FilterPrefixes( EWRPrefixes ) @@ -3684,7 +3733,7 @@ do end end if Templates then - self:SetSquadron( AirbaseName, AirbaseName, Templates, Resources ) + self:SetSquadron( AirbaseName, AirbaseName, Templates, ResourceCount ) end end @@ -3761,7 +3810,7 @@ do -- For airplanes, 6000 (6km) is recommended, and is also the default value of this parameter. -- @param #number EngageRadius The radius in meters wherein detected airplanes will be engaged by airborne defenders without a task. -- @param #number GciRadius The radius in meters wherein detected airplanes will GCI. - -- @param #number Resources The amount of resources that will be allocated to each squadron. + -- @param #number ResourceCount The amount of resources that will be allocated to each squadron. -- @return #AI_A2A_GCICAP -- @usage -- @@ -3845,9 +3894,9 @@ do -- -- A2ADispatcher = AI_A2A_GCICAP:NewWithBorder( { "DF CCCP" }, { "SQ CCCP" }, "Border", nil, nil, nil, nil, nil, 30 ) -- - function AI_A2A_GCICAP:NewWithBorder( EWRPrefixes, TemplatePrefixes, BorderPrefix, CapPrefixes, CapLimit, GroupingRadius, EngageRadius, GciRadius, Resources ) + function AI_A2A_GCICAP:NewWithBorder( EWRPrefixes, TemplatePrefixes, BorderPrefix, CapPrefixes, CapLimit, GroupingRadius, EngageRadius, GciRadius, ResourceCount ) - local self = AI_A2A_GCICAP:New( EWRPrefixes, TemplatePrefixes, CapPrefixes, CapLimit, GroupingRadius, EngageRadius, GciRadius, Resources ) + local self = AI_A2A_GCICAP:New( EWRPrefixes, TemplatePrefixes, CapPrefixes, CapLimit, GroupingRadius, EngageRadius, GciRadius, ResourceCount ) if BorderPrefix then self:SetBorderZone( ZONE_POLYGON:New( BorderPrefix, GROUP:FindByName( BorderPrefix ) ) ) From 17ffc7cef9ffbd2d2320330941e728a6b23ee13e Mon Sep 17 00:00:00 2001 From: FlightControl Date: Wed, 24 Oct 2018 20:55:04 +0200 Subject: [PATCH 3/4] Updates for visibility of squadrons before start. --- Moose Development/Moose/AI/AI_A2A.lua | 3 +- .../Moose/AI/AI_A2A_Dispatcher.lua | 179 +++++++++++------- 2 files changed, 109 insertions(+), 73 deletions(-) diff --git a/Moose Development/Moose/AI/AI_A2A.lua b/Moose Development/Moose/AI/AI_A2A.lua index 33ee16ace..6e5c3f3c3 100644 --- a/Moose Development/Moose/AI/AI_A2A.lua +++ b/Moose Development/Moose/AI/AI_A2A.lua @@ -502,9 +502,10 @@ function AI_A2A:onafterStatus() if RTB == true then self:__RTB( 0.5 ) + else + self:__Status( 10 ) end - self:__Status( 10 ) end end diff --git a/Moose Development/Moose/AI/AI_A2A_Dispatcher.lua b/Moose Development/Moose/AI/AI_A2A_Dispatcher.lua index 35375476d..5f7b9ef82 100644 --- a/Moose Development/Moose/AI/AI_A2A_Dispatcher.lua +++ b/Moose Development/Moose/AI/AI_A2A_Dispatcher.lua @@ -1030,26 +1030,29 @@ do -- AI_A2A_DISPATCHER for SquadronName, DefenderSquadron in pairs( self.DefenderSquadrons ) do DefenderSquadron.Resource = {} for Resource = 1, DefenderSquadron.ResourceCount do - local TemplateID = math.random( 1, #DefenderSquadron.Spawn ) - local Spawn = DefenderSquadron.Spawn[ TemplateID ] -- Core.Spawn#SPAWN - Spawn:InitGrouping( 1 ) - local SpawnGroup - if DefenderSquadron.Uncontrolled then - SpawnGroup = Spawn:SpawnAtAirbase( DefenderSquadron.Airbase, SPAWN.Takeoff.Cold ) - else - Spawn:InitLateActivated( true ) - SpawnGroup = Spawn:SpawnAtAirbase( DefenderSquadron.Airbase, SPAWN.Takeoff.Cold ) - end - local GroupName = SpawnGroup:GetName() - DefenderSquadron.Resources = DefenderSquadron.Resources or {} - DefenderSquadron.Resources[TemplateID] = DefenderSquadron.Resources[TemplateID] or {} - DefenderSquadron.Resources[TemplateID][GroupName] = {} - DefenderSquadron.Resources[TemplateID][GroupName] = SpawnGroup + self:ParkDefender( DefenderSquadron ) end end end + --- @param #AI_A2A_DISPATCHER self + function AI_A2A_DISPATCHER:ParkDefender( DefenderSquadron ) + local TemplateID = math.random( 1, #DefenderSquadron.Spawn ) + local Spawn = DefenderSquadron.Spawn[ TemplateID ] -- Core.Spawn#SPAWN + Spawn:InitGrouping( 1 ) + local SpawnGroup + if self:IsSquadronVisible( DefenderSquadron.Name ) then + SpawnGroup = Spawn:SpawnAtAirbase( DefenderSquadron.Airbase, SPAWN.Takeoff.Cold ) + local GroupName = SpawnGroup:GetName() + DefenderSquadron.Resources = DefenderSquadron.Resources or {} + DefenderSquadron.Resources[TemplateID] = DefenderSquadron.Resources[TemplateID] or {} + DefenderSquadron.Resources[TemplateID][GroupName] = {} + DefenderSquadron.Resources[TemplateID][GroupName] = SpawnGroup + end + end + + --- @param #AI_A2A_DISPATCHER self -- @param Core.Event#EVENTDATA EventData function AI_A2A_DISPATCHER:OnEventBaseCaptured( EventData ) @@ -1090,6 +1093,7 @@ do -- AI_A2A_DISPATCHER self:RemoveDefenderFromSquadron( Squadron, Defender ) end DefenderUnit:Destroy() + self:ParkDefender( Squadron, Defender ) return end if DefenderUnit:GetLife() ~= DefenderUnit:GetLife0() then @@ -1116,6 +1120,7 @@ do -- AI_A2A_DISPATCHER self:RemoveDefenderFromSquadron( Squadron, Defender ) end DefenderUnit:Destroy() + self:ParkDefender( Squadron, Defender ) end end end @@ -1607,6 +1612,29 @@ do -- AI_A2A_DISPATCHER end + --- Check if the Squadron is visible before startup of the dispatcher. + -- @param #AI_A2A_DISPATCHER self + -- @param #string SquadronName The squadron name. + -- @return #bool true if visible. + -- @usage + -- + -- -- Set the Squadron visible before startup of dispatcher. + -- local IsVisible = A2ADispatcher:IsSquadronVisible( "Mineralnye" ) + -- + function AI_A2A_DISPATCHER:IsSquadronVisible( SquadronName ) + + self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {} + + local DefenderSquadron = self:GetSquadron( SquadronName ) + + if DefenderSquadron then + return DefenderSquadron.Uncontrolled == true + end + + return nil + + end + --- Set a CAP for a Squadron. -- @param #AI_A2A_DISPATCHER self -- @param #string SquadronName The squadron name. @@ -2705,57 +2733,75 @@ do -- AI_A2A_DISPATCHER --- -- @param #AI_A2A_DISPATCHER self - function AI_A2A_DISPATCHER:ResourceActivate( DefenderSquadron ) + function AI_A2A_DISPATCHER:ResourceActivate( DefenderSquadron, DefendersNeeded ) local SquadronName = DefenderSquadron.Name - - -- Here we CAP the new planes. - -- The Resources table is filled in advance. - local TemplateID = math.random( 1, #DefenderSquadron.Spawn ) -- Choose the template. - - -- We determine the grouping based on the parameters set. + DefendersNeeded = DefendersNeeded or 4 local DefenderGrouping = DefenderSquadron.Grouping or self.DefenderDefault.Grouping - self:F( { DefenderGrouping = DefenderGrouping } ) - --Spawn:InitGrouping( DefenderGrouping ) + DefenderGrouping = ( DefenderGrouping < DefendersNeeded ) and DefenderGrouping or DefendersNeeded - -- New we will form the group to spawn in. - -- We search for the first free resource matching the template. - local DefenderUnitIndex = 1 - local DefenderCAPTemplate = nil - local DefenderName = nil - for GroupName, DefenderGroup in pairs( DefenderSquadron.Resources[TemplateID] or {} ) do - self:F( { GroupName = GroupName } ) - local DefenderTemplate = _DATABASE:GetGroupTemplate( GroupName ) - if DefenderUnitIndex == 1 then - DefenderCAPTemplate = UTILS.DeepCopy( DefenderTemplate ) - self.DefenderCAPIndex = self.DefenderCAPIndex + 1 - DefenderCAPTemplate.name = SquadronName .. "#" .. self.DefenderCAPIndex .. "#" .. GroupName - DefenderName = DefenderCAPTemplate.name - else - -- Add the unit in the template to the DefenderCAPTemplate. - local DefenderUnitTemplate = DefenderTemplate.units[1] - DefenderCAPTemplate.units[DefenderUnitIndex] = DefenderUnitTemplate + if self:IsSquadronVisible( SquadronName ) then + + -- Here we CAP the new planes. + -- The Resources table is filled in advance. + local TemplateID = math.random( 1, #DefenderSquadron.Spawn ) -- Choose the template. + + -- We determine the grouping based on the parameters set. + self:F( { DefenderGrouping = DefenderGrouping } ) + + -- New we will form the group to spawn in. + -- We search for the first free resource matching the template. + local DefenderUnitIndex = 1 + local DefenderCAPTemplate = nil + local DefenderName = nil + for GroupName, DefenderGroup in pairs( DefenderSquadron.Resources[TemplateID] or {} ) do + self:F( { GroupName = GroupName } ) + local DefenderTemplate = _DATABASE:GetGroupTemplate( GroupName ) + if DefenderUnitIndex == 1 then + DefenderCAPTemplate = UTILS.DeepCopy( DefenderTemplate ) + self.DefenderCAPIndex = self.DefenderCAPIndex + 1 + DefenderCAPTemplate.name = SquadronName .. "#" .. self.DefenderCAPIndex .. "#" .. GroupName + DefenderName = DefenderCAPTemplate.name + else + -- Add the unit in the template to the DefenderCAPTemplate. + local DefenderUnitTemplate = DefenderTemplate.units[1] + DefenderCAPTemplate.units[DefenderUnitIndex] = DefenderUnitTemplate + end + DefenderUnitIndex = DefenderUnitIndex + 1 + DefenderSquadron.Resources[TemplateID][GroupName] = nil + if DefenderUnitIndex > DefenderGrouping then + break + end + + end + + if DefenderCAPTemplate then + local TakeoffMethod = self:GetSquadronTakeoff( SquadronName ) + local SpawnGroup = GROUP:Register( DefenderName ) + DefenderCAPTemplate.lateActivation = nil + DefenderCAPTemplate.uncontrolled = nil + local Takeoff = self:GetSquadronTakeoff( SquadronName ) + DefenderCAPTemplate.route.points[1].type = GROUPTEMPLATE.Takeoff[Takeoff][1] -- type + DefenderCAPTemplate.route.points[1].action = GROUPTEMPLATE.Takeoff[Takeoff][2] -- action + local Defender = _DATABASE:Spawn( DefenderCAPTemplate ) + + self:AddDefenderToSquadron( DefenderSquadron, Defender, DefenderGrouping ) + return Defender, DefenderGrouping end - DefenderUnitIndex = DefenderUnitIndex + 1 - DefenderSquadron.Resources[TemplateID][GroupName] = nil - if DefenderUnitIndex > DefenderGrouping then - break + else + local Spawn = DefenderSquadron.Spawn[ math.random( 1, #DefenderSquadron.Spawn ) ] -- Core.Spawn#SPAWN + if DefenderGrouping then + Spawn:InitGrouping( DefenderGrouping ) + else + Spawn:InitGrouping() end - end - - local TakeoffMethod = self:GetSquadronTakeoff( SquadronName ) - local SpawnGroup = GROUP:Register( DefenderName ) - DefenderCAPTemplate.lateActivation = nil - DefenderCAPTemplate.uncontrolled = nil - local Takeoff = self:GetSquadronTakeoff( SquadronName ) - DefenderCAPTemplate.route.points[1].type = GROUPTEMPLATE.Takeoff[Takeoff][1] -- type - DefenderCAPTemplate.route.points[1].action = GROUPTEMPLATE.Takeoff[Takeoff][2] -- action - local Defender = _DATABASE:Spawn( DefenderCAPTemplate ) - - self:AddDefenderToSquadron( DefenderSquadron, Defender, DefenderGrouping ) + local TakeoffMethod = self:GetSquadronTakeoff( SquadronName ) + local Defender = Spawn:SpawnAtAirbase( DefenderSquadron.Airbase, TakeoffMethod, DefenderSquadron.TakeoffAltitude or self.DefenderDefault.TakeoffAltitude ) -- Wrapper.Group#GROUP + return Defender, DefenderGrouping + end - return Defender, DefenderGrouping + return nil, nil end --- @@ -2824,9 +2870,9 @@ do -- AI_A2A_DISPATCHER if Dispatcher:GetSquadronLanding( Squadron.Name ) == AI_A2A_DISPATCHER.Landing.NearAirbase then Dispatcher:RemoveDefenderFromSquadron( Squadron, Defender ) Defender:Destroy() + self:ParkDefender( Squadron, Defender ) end end - end end end @@ -2941,19 +2987,7 @@ do -- AI_A2A_DISPATCHER while ( DefendersNeeded > 0 ) do - local DefenderGCI, DefenderGrouping = self:ResourceActivate( DefenderSquadron ) - --- local Spawn = DefenderSquadron.Spawn[ math.random( 1, #DefenderSquadron.Spawn ) ] -- Core.Spawn#SPAWN --- local DefenderGrouping = ( DefenderGrouping < DefendersNeeded ) and DefenderGrouping or DefendersNeeded --- if DefenderGrouping then --- Spawn:InitGrouping( DefenderGrouping ) --- else --- Spawn:InitGrouping() --- end --- --- local TakeoffMethod = self:GetSquadronTakeoff( ClosestDefenderSquadronName ) --- local DefenderGCI = Spawn:SpawnAtAirbase( DefenderSquadron.Airbase, TakeoffMethod, DefenderSquadron.TakeoffAltitude or self.DefenderDefault.TakeoffAltitude ) -- Wrapper.Group#GROUP --- self:F( { GCIDefender = DefenderGCI:GetName() } ) + local DefenderGCI, DefenderGrouping = self:ResourceActivate( DefenderSquadron, DefendersNeeded ) DefendersNeeded = DefendersNeeded - DefenderGrouping @@ -3023,6 +3057,7 @@ do -- AI_A2A_DISPATCHER if Dispatcher:GetSquadronLanding( Squadron.Name ) == AI_A2A_DISPATCHER.Landing.NearAirbase then Dispatcher:RemoveDefenderFromSquadron( Squadron, Defender ) Defender:Destroy() + self:ParkDefender( Squadron, Defender ) end end end -- if DefenderGCI then From f0b5ec1025d7feb730391728f4168917f81f1c59 Mon Sep 17 00:00:00 2001 From: FlightControl Date: Fri, 26 Oct 2018 12:08:48 +0200 Subject: [PATCH 4/4] Fixed the out of fuel bug. --- Moose Development/Moose/AI/AI_A2A.lua | 22 ++++++++++++++-------- 1 file changed, 14 insertions(+), 8 deletions(-) diff --git a/Moose Development/Moose/AI/AI_A2A.lua b/Moose Development/Moose/AI/AI_A2A.lua index 6e5c3f3c3..c96fa4e43 100644 --- a/Moose Development/Moose/AI/AI_A2A.lua +++ b/Moose Development/Moose/AI/AI_A2A.lua @@ -438,13 +438,14 @@ function AI_A2A:onafterStatus() RTB = false end end - - if self:Is( "Fuel" ) or self:Is( "Damaged" ) or self:Is( "LostControl" ) then - if DistanceFromHomeBase < 5000 then - self:E( self.Controllable:GetName() .. " is too far from home base, RTB!" ) - self:Home( "Destroy" ) - end - end + +-- I think this code is not requirement anymore after release 2.5. +-- if self:Is( "Fuel" ) or self:Is( "Damaged" ) or self:Is( "LostControl" ) then +-- if DistanceFromHomeBase < 5000 then +-- self:E( self.Controllable:GetName() .. " is near the home base, RTB!" ) +-- self:Home( "Destroy" ) +-- end +-- end if not self:Is( "Fuel" ) and not self:Is( "Home" ) then @@ -481,9 +482,12 @@ function AI_A2A:onafterStatus() end -- Check if planes went RTB and are out of control. + -- We only check if planes are out of control, when they are in duty. if self.Controllable:HasTask() == false then if not self:Is( "Started" ) and not self:Is( "Stopped" ) and + not self:Is( "Fuel" ) and + not self:Is( "Damaged" ) and not self:Is( "Home" ) then if self.IdleCount >= 2 then if Damage ~= InitialLife then @@ -502,7 +506,9 @@ function AI_A2A:onafterStatus() if RTB == true then self:__RTB( 0.5 ) - else + end + + if not self:Is("Home") then self:__Status( 10 ) end