Improvements in the attack methods! This is going to be great!

This commit is contained in:
FlightControl
2019-01-29 19:58:06 +01:00
parent 77bee89ea5
commit f2b2b1974d
4 changed files with 48 additions and 23 deletions
+11 -3
View File
@@ -121,13 +121,21 @@ function AI_A2G_BAI:onafterEngage( DefenderGroup, From, Event, To, AttackSetUnit
local AttackTasks = {} local AttackTasks = {}
for OrderedID, AttackUnit in ipairs( self.AttackSetUnit:GetSetPerThreatLevel( 10, 0 ) ) do self.AttackSetUnit.AttackIndex = self.AttackSetUnit.AttackIndex and self.AttackSetUnit.AttackIndex + 1 or 1
local AttackSetUnitPerThreatLevel = self.AttackSetUnit:GetSetPerThreatLevel( 10, 0 )
local AttackUnit = AttackSetUnitPerThreatLevel[self.AttackSetUnit.AttackIndex]
if not AttackUnit then
self.AttackSetUnit.AttackIndex = 1
AttackUnit = AttackSetUnitPerThreatLevel[self.AttackSetUnit.AttackIndex]
end
if AttackUnit then if AttackUnit then
if AttackUnit:IsAlive() and AttackUnit:IsGround() then if AttackUnit:IsAlive() and AttackUnit:IsGround() then
self:T( { "BAI Unit:", AttackUnit:GetName() } ) self:T( { "BAI Unit:", AttackUnit:GetName() } )
AttackTasks[#AttackTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit, false, false, nil, nil, EngageAltitude ) AttackTasks[#AttackTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit, false, false, nil, nil, EngageAltitude )
break
end
end end
end end
+11 -3
View File
@@ -117,13 +117,21 @@ function AI_A2G_CAS:onafterEngage( DefenderGroup, From, Event, To, AttackSetUnit
local AttackTasks = {} local AttackTasks = {}
for OrderedID, AttackUnit in ipairs( self.AttackSetUnit:GetSetPerThreatLevel( 10, 0 ) ) do self.AttackSetUnit.AttackIndex = self.AttackSetUnit.AttackIndex and self.AttackSetUnit.AttackIndex + 1 or 1
local AttackSetUnitPerThreatLevel = self.AttackSetUnit:GetSetPerThreatLevel( 10, 0 )
local AttackUnit = AttackSetUnitPerThreatLevel[self.AttackSetUnit.AttackIndex]
if not AttackUnit then
self.AttackSetUnit.AttackIndex = 1
AttackUnit = AttackSetUnitPerThreatLevel[self.AttackSetUnit.AttackIndex]
end
if AttackUnit then if AttackUnit then
if AttackUnit:IsAlive() and AttackUnit:IsGround() then if AttackUnit:IsAlive() and AttackUnit:IsGround() then
self:F( { "CAS Unit:", AttackUnit:GetName() } ) self:F( { "CAS Unit:", AttackUnit:GetName() } )
AttackTasks[#AttackTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit, false, false, nil, nil, EngageAltitude ) AttackTasks[#AttackTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit, false, false, nil, nil, EngageAltitude )
break
end
end end
end end
@@ -3557,13 +3557,14 @@ do -- AI_A2G_DISPATCHER
function Fsm:onafterRTB( Defender, From, Event, To ) function Fsm:onafterRTB( Defender, From, Event, To )
self:F({"Defender RTB", Defender:GetName()}) self:F({"Defender RTB", Defender:GetName()})
self:GetParent(self).onafterRTB( self, Defender, From, Event, To )
local DefenderName = Defender:GetName() local DefenderName = Defender:GetName()
local Dispatcher = self:GetDispatcher() -- #AI_A2G_DISPATCHER local Dispatcher = self:GetDispatcher() -- #AI_A2G_DISPATCHER
local Squadron = Dispatcher:GetSquadronFromDefender( Defender ) local Squadron = Dispatcher:GetSquadronFromDefender( Defender )
Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " returning." ) Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " returning." )
self:GetParent(self).onafterRTB( self, Defender, From, Event, To )
Dispatcher:ClearDefenderTaskTarget( Defender ) Dispatcher:ClearDefenderTaskTarget( Defender )
end end
+10 -2
View File
@@ -174,14 +174,22 @@ function AI_A2G_SEAD:onafterEngage( DefenderGroup, From, Event, To, AttackSetUni
local AttackTasks = {} local AttackTasks = {}
for OrderedID, AttackUnit in ipairs( self.AttackSetUnit:GetSetPerThreatLevel( 10, 0 ) ) do self.AttackSetUnit.AttackIndex = self.AttackSetUnit.AttackIndex and self.AttackSetUnit.AttackIndex + 1 or 1
if self.AttackSetUnit.AttackIndex > self.AttackSetUnit:Count() then
self.AttackSetUnit.AttackIndex = 1
end
local AttackSetUnitPerThreatLevel = self.AttackSetUnit:GetSetPerThreatLevel( 10, 0 )
for AttackUnitID, AttackUnit in ipairs( AttackSetUnitPerThreatLevel ) do
if AttackUnitID >= self.AttackSetUnit.AttackIndex then
if AttackUnit then if AttackUnit then
if AttackUnit:IsAlive() and AttackUnit:IsGround() then if AttackUnit:IsAlive() and AttackUnit:IsGround() then
local HasRadar = AttackUnit:HasSEAD() local HasRadar = AttackUnit:HasSEAD()
if HasRadar then if HasRadar then
self:F( { "SEAD Unit:", AttackUnit:GetName() } ) self:F( { "SEAD Unit:", AttackUnit:GetName() } )
AttackTasks[#AttackTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit, false, false, nil, nil, EngageAltitude ) AttackTasks[#AttackTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit, false, false, nil, nil, EngageAltitude )
break end
end end
end end
end end