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@@ -312,23 +312,23 @@ end
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--- @param Wrapper.Controllable#CONTROLLABLE AIControllable
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--- @param Wrapper.Group#GROUP AIGroup
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-- This statis method is called from the route path within the last task at the last waaypoint of the Controllable.
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-- Note that this method is required, as triggers the next route when patrolling for the Controllable.
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function AI_A2A_PATROL:_NewPatrolRoute( AIControllable )
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function AI_A2A_PATROL:PatrolRoute( AIGroup )
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local PatrolZone = AIControllable:GetState( AIControllable, "PatrolZone" ) -- PatrolCore.Zone#AI_A2A_PATROL
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PatrolZone:__Route( 1 )
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local _AI_A2A_Patrol = AIGroup:GetState( AIGroup, "AI_A2A_PATROL" ) -- #AI_A2A_PATROL
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_AI_A2A_Patrol:Route()
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end
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--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings.
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-- @param #AI_A2A_PATROL self
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-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
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-- @param Wrapper.Group#GROUP AIGroup The AIGroup managed by the FSM.
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-- @param #string From The From State string.
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-- @param #string Event The Event string.
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-- @param #string To The To State string.
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function AI_A2A_PATROL:onafterRoute( Controllable, From, Event, To )
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function AI_A2A_PATROL:onafterRoute( AIGroup, From, Event, To )
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self:F2()
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@@ -338,91 +338,43 @@ function AI_A2A_PATROL:onafterRoute( Controllable, From, Event, To )
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end
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if self.Controllable:IsAlive() then
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-- Determine if the AIControllable is within the PatrolZone.
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-- If not, make a waypoint within the to that the AIControllable will fly at maximum speed to that point.
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if AIGroup:IsAlive() then
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local PatrolRoute = {}
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-- Calculate the current route point of the controllable as the start point of the route.
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-- However, when the controllable is not in the air,
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-- the controllable current waypoint is probably the airbase...
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-- Thus, if we would take the current waypoint as the startpoint, upon take-off, the controllable flies
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-- immediately back to the airbase, and this is not correct.
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-- Therefore, when on a runway, get as the current route point a random point within the PatrolZone.
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-- This will make the plane fly immediately to the patrol zone.
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--- Calculate the target route point.
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if self.Controllable:InAir() == false then
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self:E( "Not in the air, finding route path within PatrolZone" )
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local CurrentVec2 = self.Controllable:GetVec2()
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--TODO: Create GetAltitude function for GROUP, and delete GetUnit(1).
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local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
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local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
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local ToPatrolZoneSpeed = self.PatrolMaxSpeed
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local CurrentRoutePoint = CurrentPointVec3:RoutePointAir(
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self.PatrolAltType,
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POINT_VEC3.RoutePointType.TakeOffParking,
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POINT_VEC3.RoutePointAction.FromParkingArea,
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ToPatrolZoneSpeed,
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true
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)
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PatrolRoute[#PatrolRoute+1] = CurrentRoutePoint
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else
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self:E( "In the air, finding route path within PatrolZone" )
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local CurrentVec2 = self.Controllable:GetVec2()
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--TODO: Create GetAltitude function for GROUP, and delete GetUnit(1).
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local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
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local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
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local ToPatrolZoneSpeed = self.PatrolMaxSpeed
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local CurrentRoutePoint = CurrentPointVec3:RoutePointAir(
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self.PatrolAltType,
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POINT_VEC3.RoutePointType.TurningPoint,
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POINT_VEC3.RoutePointAction.TurningPoint,
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ToPatrolZoneSpeed,
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true
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)
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PatrolRoute[#PatrolRoute+1] = CurrentRoutePoint
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end
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local CurrentCoord = AIGroup:GetCoordinate()
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local ToTargetCoord = self.PatrolZone:GetRandomPointVec2()
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self:SetTargetDistance( ToTargetCoord ) -- For RTB status check
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--- Define a random point in the @{Zone}. The AI will fly to that point within the zone.
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--- Find a random 2D point in PatrolZone.
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local ToTargetVec2 = self.PatrolZone:GetRandomVec2()
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self:T2( ToTargetVec2 )
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--- Define Speed and Altitude.
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local ToTargetAltitude = math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude )
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local ToTargetSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed )
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self:T2( { self.PatrolMinSpeed, self.PatrolMaxSpeed, ToTargetSpeed } )
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--- Obtain a 3D @{Point} from the 2D point + altitude.
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local ToTargetPointVec3 = POINT_VEC3:New( ToTargetVec2.x, ToTargetAltitude, ToTargetVec2.y )
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--- Create a route point of type air.
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local ToTargetRoutePoint = ToTargetPointVec3:RoutePointAir(
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local ToPatrolRoutePoint = ToTargetCoord:RoutePointAir(
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self.PatrolAltType,
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POINT_VEC3.RoutePointType.TurningPoint,
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POINT_VEC3.RoutePointAction.TurningPoint,
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ToTargetSpeed,
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true
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)
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--self.CoordTest:SpawnFromVec3( ToTargetPointVec3:GetVec3() )
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--ToTargetPointVec3:SmokeRed()
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PatrolRoute[#PatrolRoute+1] = ToTargetRoutePoint
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PatrolRoute[#PatrolRoute+1] = ToPatrolRoutePoint
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--- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable...
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self.Controllable:WayPointInitialize( PatrolRoute )
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AIGroup:WayPointInitialize( PatrolRoute )
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local Tasks = {}
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Tasks[#Tasks+1] = AIGroup:TaskFunction( 1, 1, "AI_A2A_PATROL.PatrolRoute" )
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PatrolRoute[1].task = AIGroup:TaskCombo( Tasks )
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--- Do a trick, link the NewPatrolRoute function of the PATROLGROUP object to the AIControllable in a temporary variable ...
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self.Controllable:SetState( self.Controllable, "PatrolZone", self )
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self.Controllable:WayPointFunction( #PatrolRoute, 1, "AI_A2A_PATROL:_NewPatrolRoute" )
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AIGroup:SetState( AIGroup, "AI_A2A_PATROL", self )
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--- NOW ROUTE THE GROUP!
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self.Controllable:WayPointExecute( 1, 2 )
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AIGroup:WayPointExecute( 1, 2 )
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end
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end
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