Improvements on Patrol

This commit is contained in:
FlightControl_Master 2017-09-25 12:55:02 +02:00
parent bc072d10df
commit e1f4bdc24b
6 changed files with 76 additions and 18 deletions

View File

@ -466,7 +466,6 @@ function AI_A2A:onafterStatus()
else
self:E( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... RTB!" )
local OldAIControllable = self.Controllable
local AIControllableTemplate = self.Controllable:GetTemplate()
local OrbitTask = OldAIControllable:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed )
local TimedOrbitTask = OldAIControllable:TaskControlled( OrbitTask, OldAIControllable:TaskCondition(nil,nil,nil,nil,self.PatrolOutOfFuelOrbitTime,nil ) )

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@ -834,7 +834,6 @@ function AI_PATROL_ZONE:onafterStatus()
if Fuel < self.PatrolFuelThresholdPercentage then
self:E( self.Controllable:GetName() .. " is out of fuel:" .. Fuel .. ", RTB!" )
local OldAIControllable = self.Controllable
local AIControllableTemplate = self.Controllable:GetTemplate()
local OrbitTask = OldAIControllable:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed )
local TimedOrbitTask = OldAIControllable:TaskControlled( OrbitTask, OldAIControllable:TaskCondition(nil,nil,nil,nil,self.PatrolOutOfFuelOrbitTime,nil ) )

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@ -834,6 +834,39 @@ do -- COORDINATE
end
--- Returns if a Coordinate is in a certain Radius of this Coordinate in 2D plane using the X and Z axis.
-- @param #COORDINATE self
-- @param #COORDINATE ToCoordinate The coordinate that will be tested if it is in the radius of this coordinate.
-- @param #number Radius The radius of the circle on the 2D plane around this coordinate.
-- @return #boolean true if in the Radius.
function COORDINATE:IsInRadius( Coordinate, Radius )
local InVec2 = self:GetVec2()
local Vec2 = Coordinate:GetVec2()
local InRadius = UTILS.IsInRadius( InVec2, Vec2, Radius)
return InRadius
end
--- Returns if a Coordinate is in a certain radius of this Coordinate in 3D space using the X, Y and Z axis.
-- So Radius defines the radius of the a Sphere in 3D space around this coordinate.
-- @param #COORDINATE self
-- @param #COORDINATE ToCoordinate The coordinate that will be tested if it is in the radius of this coordinate.
-- @param #number Radius The radius of the sphere in the 3D space around this coordinate.
-- @return #boolean true if in the Sphere.
function COORDINATE:IsInSphere( Coordinate, Radius )
local InVec3 = self:GetVec3()
local Vec3 = Coordinate:GetVec3()
local InSphere = UTILS.IsInSphere( InVec3, Vec3, Radius)
return InSphere
end
--- Return a BR string from a COORDINATE to the COORDINATE.
-- @param #COORDINATE self
-- @param #COORDINATE TargetCoordinate The target COORDINATE.

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@ -405,3 +405,20 @@ function UTILS.GetMarkID()
return UTILS._MarkID
end
-- Test if a Vec2 is in a radius of another Vec2
function UTILS.IsInRadius( InVec2, Vec2, Radius )
local InRadius = ( ( InVec2.x - Vec2.x ) ^2 + ( InVec2.y - Vec2.y ) ^2 ) ^ 0.5 <= Radius
return InRadius
end
-- Test if a Vec3 is in the sphere of another Vec3
function UTILS.IsInSphere( InVec3, Vec3, Radius )
local InSphere = ( ( InVec3.x - Vec3.x ) ^2 + ( InVec3.y - Vec3.y ) ^2 + ( InVec3.z - Vec3.z ) ^2 ) ^ 0.5 <= Radius
return InSphere
end

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@ -384,7 +384,7 @@ function CONTROLLABLE:SetTask( DCSTask, WaitTime )
end
if not WaitTime or WaitTime == 0 then
SetTask( DCSTask )
SetTask( self, DCSTask )
else
self.TaskScheduler:Schedule( self, SetTask, { DCSTask }, WaitTime )
end
@ -1649,7 +1649,7 @@ do -- Patrol methods
self:E( { PatrolGroup = PatrolGroup:GetName() } )
if PatrolGroup:IsGround() then
if PatrolGroup:IsGround() or PatrolGroup:IsShip() then
local Waypoints = PatrolGroup:GetTemplateRoutePoints()
@ -1673,7 +1673,7 @@ do -- Patrol methods
-- A random waypoint will be picked and the group will move towards that point.
-- @param #CONTROLLABLE self
-- @return #CONTROLLABLE
function CONTROLLABLE:PatrolRouteRandom( Speed, Formation )
function CONTROLLABLE:PatrolRouteRandom( Speed, Formation, ToWaypoint )
local PatrolGroup = self -- Wrapper.Group#GROUP
@ -1683,30 +1683,40 @@ do -- Patrol methods
self:E( { PatrolGroup = PatrolGroup:GetName() } )
if PatrolGroup:IsGround() then
if PatrolGroup:IsGround() or PatrolGroup:IsShip() then
local Waypoints = PatrolGroup:GetTemplateRoutePoints()
local WaypointNumber = math.random( 1, #Waypoints )
self:E( { WaypointNumber = WaypointNumber } )
local Waypoint = Waypoints[WaypointNumber] -- Select random waypoint.
-- Calculate the new Route.
local FromCoord = PatrolGroup:GetCoordinate()
local FromWaypoint = 1
if ToWaypoint then
FromWaypoint = ToWaypoint
end
-- Select a random Zone and get the Coordinate of the new Zone.
local ToCoord = COORDINATE:NewFromVec2( { x = Waypoint.x + 10, y = Waypoint.y + 10 } )
-- Loop until a waypoint has been found that is not the same as the current waypoint.
-- Otherwise the object zon't move or drive in circles and the algorithm would not do exactly
-- what it is supposed to do, which is making groups drive around.
local ToWaypoint
repeat
-- Select a random waypoint and check if it is not the same waypoint as where the object is about.
ToWaypoint = math.random( 1, #Waypoints )
until( ToWaypoint ~= FromWaypoint )
self:E( { FromWaypoint = FromWaypoint, ToWaypoint = ToWaypoint } )
local Waypoint = Waypoints[ToWaypoint] -- Select random waypoint.
local ToCoord = COORDINATE:NewFromVec2( { x = Waypoint.x, y = Waypoint.y } )
-- Create a "ground route point", which is a "point" structure that can be given as a parameter to a Task
local Route = {}
Route[#Route+1] = FromCoord:WaypointGround( 0 )
Route[#Route+1] = ToCoord:WaypointGround( Speed, Formation )
local TaskRouteToZone = PatrolGroup:TaskFunction( "CONTROLLABLE.PatrolRouteRandom", Speed, Formation )
local TaskRouteToZone = PatrolGroup:TaskFunction( "CONTROLLABLE.PatrolRouteRandom", Speed, Formation, ToWaypoint )
PatrolGroup:SetTaskWaypoint( Route[#Route], TaskRouteToZone ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone.
PatrolGroup:Route( Route, 2 ) -- Move after a random seconds to the Route. See the Route method for details.
PatrolGroup:Route( Route, 1 ) -- Move after a random seconds to the Route. See the Route method for details.
end
end
@ -1728,7 +1738,7 @@ do -- Patrol methods
self:E( { PatrolGroup = PatrolGroup:GetName() } )
if PatrolGroup:IsGround() then
if PatrolGroup:IsGround() or PatrolGroup:IsShip() then
local Waypoints = PatrolGroup:GetTemplateRoutePoints()
local Waypoint = Waypoints[math.random( 1, #Waypoints )] -- Select random waypoint.
@ -1750,7 +1760,7 @@ do -- Patrol methods
PatrolGroup:SetTaskWaypoint( Route[#Route], TaskRouteToZone ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone.
PatrolGroup:Route( Route, 2 ) -- Move after a random seconds to the Route. See the Route method for details.
PatrolGroup:Route( Route, 1 ) -- Move after a random seconds to the Route. See the Route method for details.
end
end

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@ -938,7 +938,7 @@ end
-- @return #table
function GROUP:GetTemplate()
local GroupName = self:GetName()
return _DATABASE:GetGroupTemplate( GroupName )
return UTILS.DeepCopy( _DATABASE:GetGroupTemplate( GroupName ) )
end
--- Returns the group template route.points[] (the waypoints) from the @{DATABASE} (_DATABASE object).
@ -946,7 +946,7 @@ end
-- @return #table
function GROUP:GetTemplateRoutePoints()
local GroupName = self:GetName()
return _DATABASE:GetGroupTemplate( GroupName ).route.points
return UTILS.DeepCopy( _DATABASE:GetGroupTemplate( GroupName ).route.points )
end