MOOSE/Moose Development/Moose/AIBalancer.lua
2016-06-17 23:27:27 +02:00

184 lines
7.4 KiB
Lua

--- This module contains the AIBALANCER class.
--
-- ===
--
-- 1) @{AIBalancer#AIBALANCER} class, extends @{Base#BASE}
-- ================================================
-- The @{AIBalancer#AIBALANCER} class controls the dynamic spawning of AI GROUPS depending on a SET_CLIENT.
-- There will be as many AI GROUPS spawned as there at CLIENTS in SET_CLIENT not spawned.
--
-- 1.1) AIBALANCER construction method:
-- ------------------------------------
-- Create a new AIBALANCER object with the @{#AIBALANCER.New} method:
--
-- * @{#AIBALANCER.New}: Creates a new AIBALANCER object.
--
-- 1.2) AIBALANCER return AI to Airbases:
-- --------------------------------------
-- You can configure to have the AI to return to:
--
-- * @{#AIBALANCER.ReturnToHomeAirbase}: Returns the AI to the home @{Airbase#AIRBASE}.
-- * @{#AIBALANCER.ReturnToNearestAirbases}: Returns the AI to the nearest friendly @{Airbase#AIRBASE}.
--
-- ===
-- @module AIBalancer
-- @author FlightControl
--- AIBALANCER class
-- @type AIBALANCER
-- @field Set#SET_CLIENT SetClient
-- @field Spawn#SPAWN SpawnAI
-- @field #boolean ReturnToAirbase
-- @field Set#SET_AIRBASE ReturnAirbaseSet
-- @field DCSTypes#Distance ReturnTresholdRange
-- @field #boolean ReturnToHomeAirbase
-- @extends Base#BASE
AIBALANCER = {
ClassName = "AIBALANCER",
}
--- Creates a new AIBALANCER object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names.
-- @param #AIBALANCER self
-- @param SetClient A SET_CLIENT object that will contain the CLIENT objects to be monitored if they are alive or not (joined by a player).
-- @param SpawnAI A SPAWN object that will spawn the AI units required, balancing the SetClient.
-- @return #AIBALANCER self
function AIBALANCER:New( SetClient, SpawnAI )
-- Inherits from BASE
local self = BASE:Inherit( self, BASE:New() )
self.SetClient = SetClient
if type( SpawnAI ) == "table" then
if SpawnAI.ClassName and SpawnAI.ClassName == "SPAWN" then
self.SpawnAI = { SpawnAI }
else
local SpawnObjects = true
for SpawnObjectID, SpawnObject in pairs( SpawnAI ) do
if SpawnObject.ClassName and SpawnObject.ClassName == "SPAWN" then
self:E( SpawnObject.ClassName )
else
self:E( "other object" )
SpawnObjects = false
end
end
if SpawnObjects == true then
self.SpawnAI = SpawnAI
else
error( "No SPAWN object given in parameter SpawnAI, either as a single object or as a table of objects!" )
end
end
end
self.ReturnToAirbase = false
self.ReturnHomeAirbase = false
self.AIMonitorSchedule = SCHEDULER:New( self, self._ClientAliveMonitorScheduler, {}, 1, 10, 0 )
return self
end
--- Returns the AI to the nearest friendly @{Airbase#AIRBASE}.
-- @param #AIBALANCER self
-- @param DCSTypes#Distance ReturnTresholdRange If there is an enemy @{Client#CLIENT} within the ReturnTresholdRange given in meters, the AI will not return to the nearest @{Airbase#AIRBASE}.
-- @param Set#SET_AIRBASE ReturnAirbaseSet The SET of @{Set#SET_AIRBASE}s to evaluate where to return to.
function AIBALANCER:ReturnToNearestAirbases( ReturnTresholdRange, ReturnAirbaseSet )
self.ReturnToAirbase = true
self.ReturnTresholdRange = ReturnTresholdRange
self.ReturnAirbaseSet = ReturnAirbaseSet
end
--- Returns the AI to the home @{Airbase#AIRBASE}.
-- @param #AIBALANCER self
-- @param DCSTypes#Distance ReturnTresholdRange If there is an enemy @{Client#CLIENT} within the ReturnTresholdRange given in meters, the AI will not return to the nearest @{Airbase#AIRBASE}.
function AIBALANCER:ReturnToHomeAirbase( ReturnTresholdRange )
self.ReturnToHomeAirbase = true
self.ReturnTresholdRange = ReturnTresholdRange
end
--- @param #AIBALANCER self
function AIBALANCER:_ClientAliveMonitorScheduler()
self.SetClient:ForEachClient(
--- @param Client#CLIENT Client
function( Client )
local ClientAIAliveState = Client:GetState( self, 'AIAlive' )
self:T( ClientAIAliveState )
if Client:IsAlive() then
if ClientAIAliveState == true then
Client:SetState( self, 'AIAlive', false )
local AIGroup = Client:GetState( self, 'AIGroup' ) -- Group#GROUP
if self.ReturnToAirbase == false and self.ReturnToHomeAirbase == false then
AIGroup:Destroy()
else
-- We test if there is no other CLIENT within the self.ReturnTresholdRange of the first unit of the AI group.
-- If there is a CLIENT, the AI stays engaged and will not return.
-- If there is no CLIENT within the self.ReturnTresholdRange, then the unit will return to the Airbase return method selected.
local ClientInZone = { Value = false }
local RangeZone = ZONE_RADIUS:New( 'RangeZone', AIGroup:GetPointVec2(), self.ReturnTresholdRange )
self:E( RangeZone )
_DATABASE:ForEachUnit(
--- @param Unit#UNIT RangeTestUnit
function( RangeTestUnit, RangeZone, AIGroup, ClientInZone )
self:E( { ClientInZone, RangeTestUnit.UnitName, RangeZone.ZoneName } )
if RangeTestUnit:IsInZone( RangeZone ) == true then
self:E( "in zone" )
if RangeTestUnit:GetCoalition() ~= AIGroup:GetCoalition() then
self:E( "in range" )
ClientInZone.Value = true
end
end
end,
--- @param Zone#ZONE_RADIUS RangeZone
-- @param Group#GROUP AIGroup
function( RangeZone, AIGroup, ClientInZone )
local AIGroupTemplate = AIGroup:GetTemplate()
if ClientInZone.Value == false then
if self.ReturnToHomeAirbase == true then
local WayPointCount = #AIGroupTemplate.route.points
local SwitchWayPointCommand = AIGroup:CommandSwitchWayPoint( 1, WayPointCount, 1 )
AIGroup:SetCommand( SwitchWayPointCommand )
AIGroup:MessageToRed( "Returning to home base ...", 30 )
else
-- Okay, we need to send this Group back to the nearest base of the Coalition of the AI.
--TODO: i need to rework the POINT_VEC2 thing.
local PointVec2 = POINT_VEC2:New( AIGroup:GetPointVec2().x, AIGroup:GetPointVec2().y )
local ClosestAirbase = self.ReturnAirbaseSet:FindNearestAirbaseFromPointVec2( PointVec2 )
self:T( ClosestAirbase.AirbaseName )
AIGroup:MessageToRed( "Returning to " .. ClosestAirbase:GetName().. " ...", 30 )
local RTBRoute = AIGroup:RouteReturnToAirbase( ClosestAirbase )
AIGroupTemplate.route = RTBRoute
AIGroup:Respawn( AIGroupTemplate )
end
end
end
, RangeZone, AIGroup, ClientInZone
)
end
end
else
if not ClientAIAliveState or ClientAIAliveState == false then
Client:SetState( self, 'AIAlive', true )
-- OK, spawn a new group from the SpawnAI objects provided.
local SpawnAICount = #self.SpawnAI
local SpawnAIIndex = math.random( 1, SpawnAICount )
Client:SetState( self, 'AIGroup', self.SpawnAI[SpawnAIIndex]:Spawn() )
end
end
end
)
return true
end