Updated defects in dispatcher

This commit is contained in:
FlightControl_Master
2017-08-01 17:35:53 +02:00
parent 9ec29f607f
commit 9054a493f9
6 changed files with 160 additions and 43 deletions
@@ -460,6 +460,8 @@ do -- AI_A2A_DISPATCHER
-- For example with a group setting of 2, if 3 targets are detected and cannot be engaged by CAP or any airborne flight,
-- a GCI needs to be started, the GCI flights will be grouped as follows: Group 1 of 2 flights and Group 2 of one flight!
--
-- Even more ... If one target has been detected, and the overhead is 1.5, grouping is 1, then two groups of planes will be spawned, with one unit each!
--
-- The **grouping value is set for a Squadron**, and can be **dynamically adjusted** during mission execution, so to adjust the defense flights grouping when the tactical situation changes.
--
-- ### 6.4. Overhead and Balance the effectiveness of the air defenses in case of GCI
@@ -484,6 +486,8 @@ do -- AI_A2A_DISPATCHER
-- The amount of defending units is calculated by multiplying the amount of detected attacking planes as part of the detected group
-- multiplied by the Overhead and rounded up to the smallest integer.
--
-- For example ... If one target has been detected, and the overhead is 1.5, grouping is 1, then two groups of planes will be spawned, with one unit each!
--
-- The **overhead value is set for a Squadron**, and can be **dynamically adjusted** during mission execution, so to adjust the defense overhead when the tactical situation changes.
--
-- ## 7. Setup a squadron for CAP
@@ -2163,11 +2167,11 @@ do -- AI_A2A_DISPATCHER
--- @param #AI_A2A_DISPATCHER self
function AI_A2A_DISPATCHER:AddDefenderToSquadron( Squadron, Defender )
function AI_A2A_DISPATCHER:AddDefenderToSquadron( Squadron, Defender, Size )
self.Defenders = self.Defenders or {}
local DefenderName = Defender:GetName()
self.Defenders[ DefenderName ] = Squadron
Squadron.Resources = Squadron.Resources - Defender:GetSize()
Squadron.Resources = Squadron.Resources - Size
self:F( { DefenderName = DefenderName, SquadronResources = Squadron.Resources } )
end
@@ -2324,7 +2328,7 @@ do -- AI_A2A_DISPATCHER
local TakeoffMethod = self:GetSquadronTakeoff( SquadronName )
local DefenderCAP = Spawn:SpawnAtAirbase( DefenderSquadron.Airbase, TakeoffMethod )
self:AddDefenderToSquadron( DefenderSquadron, DefenderCAP )
self:AddDefenderToSquadron( DefenderSquadron, DefenderCAP, DefenderGrouping )
if DefenderCAP then
@@ -2367,13 +2371,19 @@ do -- AI_A2A_DISPATCHER
end
--- @param #AI_A2A_DISPATCHER self
function Fsm:onafterHome( Defender, From, Event, To )
function Fsm:onafterHome( Defender, From, Event, To, Action )
self:F({"CAP Home"})
self:GetParent(self).onafterHome( self, Defender, From, Event, To )
local Dispatcher = self:GetDispatcher() -- #AI_A2A_DISPATCHER
local AIGroup = self:GetControllable()
local Squadron = Dispatcher:GetSquadronFromDefender( AIGroup )
if Action and Action == "Destroy" then
Dispatcher:RemoveDefenderFromSquadron( Squadron, AIGroup )
AIGroup:Destroy()
end
if Dispatcher:GetSquadronLanding( Squadron.Name ) == AI_A2A_DISPATCHER.Landing.NearAirbase then
Dispatcher:RemoveDefenderFromSquadron( Squadron, AIGroup )
AIGroup:Destroy()
@@ -2412,7 +2422,7 @@ do -- AI_A2A_DISPATCHER
for SquadronName, DefenderSquadron in pairs( self.DefenderSquadrons or {} ) do
for InterceptID, Intercept in pairs( DefenderSquadron.Gci or {} ) do
self:E( { DefenderSquadron } )
--self:E( { DefenderSquadron } )
local SpawnCoord = DefenderSquadron.Airbase:GetCoordinate() -- Core.Point#COORDINATE
--local TargetCoord = AttackerSet:GetFirst():GetCoordinate()
local TargetCoord = DetectedItem.InterceptCoord
@@ -2453,23 +2463,24 @@ do -- AI_A2A_DISPATCHER
while ( DefendersNeeded > 0 ) do
local Spawn = DefenderSquadron.Spawn[ math.random( 1, #DefenderSquadron.Spawn ) ] -- Functional.Spawn#SPAWN
local DefenderGrouping = ( DefenderGrouping < DefendersNeeded ) and DefenderGrouping or DefendersNeeded
if DefenderGrouping then
Spawn:InitGrouping( ( DefenderGrouping < DefendersNeeded ) and DefenderGrouping or DefendersNeeded )
Spawn:InitGrouping( DefenderGrouping )
else
Spawn:InitGrouping()
end
local TakeoffMethod = self:GetSquadronTakeoff( ClosestDefenderSquadronName )
local DefenderGCI = Spawn:SpawnAtAirbase( DefenderSquadron.Airbase, TakeoffMethod )
local DefenderGCI = Spawn:SpawnAtAirbase( DefenderSquadron.Airbase, TakeoffMethod ) -- Wrapper.Group#GROUP
self:F( { GCIDefender = DefenderGCI:GetName() } )
DefendersNeeded = DefendersNeeded - DefenderGCI:GetSize()
DefendersNeeded = DefendersNeeded - DefenderGrouping
self:AddDefenderToSquadron( DefenderSquadron, DefenderGCI )
self:AddDefenderToSquadron( DefenderSquadron, DefenderGCI, DefenderGrouping )
if DefenderGCI then
DefendersCount = DefendersCount - DefenderGCI:GetSize()
DefendersCount = DefendersCount - DefenderGrouping
local Fsm = AI_A2A_GCI:New( DefenderGCI, Gci.EngageMinSpeed, Gci.EngageMaxSpeed )
Fsm:SetDispatcher( self )
@@ -2492,15 +2503,35 @@ do -- AI_A2A_DISPATCHER
local AIGroup = self:GetControllable()
Dispatcher:ClearDefenderTaskTarget( AIGroup )
end
--- @param #AI_A2A_DISPATCHER self
function Fsm:onafterLostControl( Defender, From, Event, To )
self:F({"GCI Home"})
self:GetParent(self).onafterHome( self, Defender, From, Event, To )
local Dispatcher = self:GetDispatcher() -- #AI_A2A_DISPATCHER
local AIGroup = self:GetControllable() -- Wrapper.Group#GROUP
local Squadron = Dispatcher:GetSquadronFromDefender( AIGroup )
if AIGroup:IsAboveRunway() then
Dispatcher:RemoveDefenderFromSquadron( Squadron, AIGroup )
AIGroup:Destroy()
end
end
--- @param #AI_A2A_DISPATCHER self
function Fsm:onafterHome( Defender, From, Event, To )
function Fsm:onafterHome( Defender, From, Event, To, Action )
self:F({"GCI Home"})
self:GetParent(self).onafterHome( self, Defender, From, Event, To )
local Dispatcher = self:GetDispatcher() -- #AI_A2A_DISPATCHER
local AIGroup = self:GetControllable()
local Squadron = Dispatcher:GetSquadronFromDefender( AIGroup )
if Action and Action == "Destroy" then
Dispatcher:RemoveDefenderFromSquadron( Squadron, AIGroup )
AIGroup:Destroy()
end
if Dispatcher:GetSquadronLanding( Squadron.Name ) == AI_A2A_DISPATCHER.Landing.NearAirbase then
Dispatcher:RemoveDefenderFromSquadron( Squadron, AIGroup )
AIGroup:Destroy()
@@ -2662,7 +2693,16 @@ do -- AI_A2A_DISPATCHER
local Defender = Defender -- Wrapper.Group#GROUP
if not DefenderTask.Target then
local DefenderHasTask = Defender:HasTask()
Report:Add( string.format( " - %s ( %s - %s ): ( #%d ) %s", Defender:GetName(), DefenderTask.Type, DefenderTask.Fsm:GetState(), Defender:GetSize(), Defender:HasTask() == true and "Executing" or "Idle" ) )
local Fuel = Defender:GetUnit(1):GetFuel() * 100
local Damage = Defender:GetLife() / Defender:GetLife0() * 100
Report:Add( string.format( " - %s ( %s - %s ): ( #%d ) F: %3d, D:%3d - %s",
Defender:GetName(),
DefenderTask.Type,
DefenderTask.Fsm:GetState(),
Defender:GetSize(),
Fuel,
Damage,
Defender:HasTask() == true and "Executing" or "Idle" ) )
end
end
Report:Add( string.format( "\n - %d Tasks", TaskCount ) )