MOOSE/Moose Development/Moose/AIBalancer.lua
2016-06-10 14:33:08 +02:00

75 lines
2.3 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.
--
--
-- ===
-- @module AIBalancer
-- @author FlightControl
--- AIBALANCER class
-- @type AIBALANCER
-- @field Set#SET_CLIENT SetClient
-- @field Spawn#SPAWN SpawnAI
-- @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
self.SpawnAI = SpawnAI
self.AIMonitorSchedule = SCHEDULER:New( self, self._ClientAliveMonitorScheduler, {}, 1, 10, 0 )
return self
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
AIGroup:Destroy()
end
else
if not ClientAIAliveState or ClientAIAliveState == false then
Client:SetState( self, 'AIAlive', true )
Client:SetState( self, 'AIGroup', self.SpawnAI:Spawn() )
end
end
end
)
return true
end